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Rules guide · Enchantment

Fisher's TalentHow it works & interactions with other cards

By the ManaCount desk· 3 min read· Bloomburrow Commander· August 2, 2024
Carte Magic Fisher's Talent

Fisher's Talent is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

(Gain the next level as a sorcery to add its ability.) At the beginning of your upkeep, look at the top card of your library. You may reveal it if it's a land card. Create a 1/1 blue Fish creature token if you revealed it this way. Then draw a card. {G}{U}: Level 2 If you would create a Fish token, create a 3/3 blue Shark creature token instead. {2}{G}{U}: Level 3 If you would create a Shark token, create an 8/8 blue Octopus creature token instead.

How it works : Fisher's Talent

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    You don't have to reveal the card if it's a land card. (Maybe you're not in the mood for fish. That's okay.)

    Card named in this ruling

  2. #2· Wizards of the Coast

    The token's characteristics are entirely replaced by either 3/3 blue Shark creature token or 8/8 blue Octopus creature token, as appropriate. They don't have any other abilities the tokens would have been created with. Anything else specified in the effect creating the tokens (such as tapped, attacking, "That token gains haste," or "Exile that token at end of combat") still applies.

    Card named in this ruling

  3. #3· Wizards of the Coast

    The level 2 and level 3 class abilities of Fisher's Talent will replace any Fish or Shark tokens you create, not just ones created by the abilities of Fisher's Talent.

    Card named in this ruling

  4. #4· Wizards of the Coast

    Each Class has five abilities. The three in the major sections of its text box are class abilities. Class abilities can be static, activated, or triggered abilities. The other two are level abilities, one activated ability to advance the Class to level 2 and another to advance the Class to level 3.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    Each Class starts with only the first of its three class abilities. As the first level ability resolves, the Class becomes level 2 and gains the second class ability. As the second level ability resolves, the Class becomes level 3 and gains the third class ability.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    Gaining a level won't remove abilities that a Class had at a previous level.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    Gaining a level is a normal activated ability. It uses the stack and can be responded to.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    You can't activate the first level ability of a Class unless that Class is level 1. Similarly, you can't activate the second level ability of a Class unless that Class is level 2.

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    There's no restriction on how many Class permanents you can control, whether they're the same or different classes. Each Class permanent tracks its own level separately.

    No other card is named in this ruling.

Related cards and tokens

02

Legal formats

legacyvintagecommanderoathbreakerduel
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Meta decks with Fisher's Talent

No archived Top 8 deck with this card yet.

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Official source