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Rules guide · Enchantment

Sorcerer ClassHow it works & interactions with other cards

By the ManaCount desk· 9 min read· Adventures in the Forgotten Realms· July 23, 2021
Carte Magic Sorcerer Class

Sorcerer Class 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.) When this Class enters, draw two cards, then discard two cards. {U}{R}: Level 2 Creatures you control have "{T}: Add {U} or {R}. Spend this mana only to cast an instant or sorcery spell or to gain a Class level." {3}{U}{R}: Level 3 Whenever you cast an instant or sorcery spell, that spell deals damage to each opponent equal to the number of instant and sorcery spells you've cast this turn.

How it works : Sorcerer Class

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    The last ability counts the number of spells that were cast before it resolved, not the number of spells that were cast before it was placed on the stack. For example, if you cast a sorcery and then respond to Sorcerer Class's triggered ability by casting an instant, both triggered abilities will deal 2 damage when they resolve.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    If the spell that causes the last ability to trigger is countered or is otherwise no longer on the stack as the ability resolves, it will still deal damage. Last known information will be used to do determine the effects of that damage. For example, if the spell has lifelink, you will still gain life when it deals damage, even if the spell was countered.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    Copying a spell won't cause Sorcerer Class's level 3 ability to trigger and won't be counted toward the number of spells you've cast during the turn. However, if an effect copies a card and you cast the copy, that will count for both of those things.

    No other card is 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 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

    You can multiclass or even control multiple Class enchantments of the same class. Each Class permanent tracks its own level separately.

    No other card is named in this ruling.

  10. #10· Wizards of the Coast

    Some Class cards have an effect that increases when more are under your control. For example, if you have multiple Barbarian Class cards, you roll that many additional dice and ignore that many of the lowest rolls.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Stormsplitter
+Sorcerer Class
+Haze of Rage
#1

Stormsplitter + Sorcerer Class + Haze of Rage

Infinite creature LTBInfinite creature ETBInfinite damageInfinite storm count
  1. 1Activate any creature you control that does not have summoning sickness by tapping it, adding {R} that can only be spent to cast an instant or sorcery spell, or to gain a Class level.
  2. 2Repeat step 1 until you control no untapped creatures without summoning sickness, or until you have {3}{R} available, whichever comes first.
  3. 3Cast Haze of Rage with buyback by paying {3}{R}.
  4. 4Haze of Rage's storm ability triggers, each Stormsplitter you control triggers, and Sorcerer Class's third ability triggers if it is level 3.
  5. 5Resolve the Stormsplitter triggers, creating that many token copies of Stormsplitter.
  6. 6Resolve the Sorcerer Class trigger, if applicable, dealing damage to any target equal to the number of instant and/or sorcery spells you've cast this turn.
  7. 7Resolve the Haze of Rage trigger, copying it for each spell you've cast before it this turn.
  8. 8Resolve all Haze of Rages, causing creatures you control to get +1/+0 for each Haze of Rage, and returning the original Haze of Rage to your hand.
Jeskai Ascendancy
+Sorcerer Class
+Haze of Rage
#2

Jeskai Ascendancy + Sorcerer Class + Haze of Rage

Infinite draw triggersInfinite lootingInfinite self-discard triggersNear-infinite blue mana that can only be spent to cast instant and/or sorcery spells
  1. 1Activate four creatures you control by tapping them, adding {3}{R} that can only be spent to cast instant and/or sorcery spells, or to gain a Class level.
  2. 2Cast Haze of Rage with buyback by paying {3}{R}, triggering Jeskai Ascendancy's first and second abilities, Haze of Rage's storm ability, and Sorcerer Class's third ability if it is level three.
  3. 3Resolve the Sorcerer Class trigger, if applicable, causing Haze of Rage to deal an amount of damage to each opponent equal to the number of instants and sorceries you've cast this turn.
  4. 4Resolve the Haze of Rage trigger, creating a copy of it for each spell you've cast before it this turn.
  5. 5Resolve the first Jeskai Ascendancy trigger, giving creatures you control +1/+1 until end of turn and untapping them.
  6. 6Resolve the second Jeskai Ascendancy trigger, allowing you to loot.
  7. 7Resolve all Haze of Rages, causing creatures you control to get +1/+0 for each Haze of Rage, and returning the original Haze of Rage to your hand.
  8. 8Repeat.
Stormsplitter
+Sorcerer Class
+Reiterate
#3

Stormsplitter + Sorcerer Class + Reiterate

Infinite creature LTBInfinite creature ETBInfinite damageInfinite storm count
  1. 1Cast the additional instant or sorcery by paying its mana cost.
  2. 2Each Stormsplitter you control triggers, and Sorcerer Class's third ability triggers if it is level 3.
  3. 3Resolve the Stormsplitter triggers, creating that many token copies of Stormsplitter.
  4. 4Resolve the Sorcerer Class trigger, if applicable, dealing damage to any target equal to the number of instant and/or sorcery spells you've cast this turn.
  5. 5Holding priority, activate any creature you control that does not have summoning sickness by tapping it, adding {R} that can only be spent to cast an instant or sorcery spell, or to gain a Class level.
  6. 6Repeat step 5 until you control no untapped creatures without summoning sickness, or until you have {4}{R}{R} available, whichever comes first.
  7. 7Cast Reiterate with buyback by paying {4}{R}{R}, targeting the instant or sorcery cast in step 1.
  8. 8Each Stormsplitter you control triggers, and Sorcerer Class's third ability triggers if it is level 3.
Ovika, Enigma Goliath
+Petals of Insight
+Sorcerer Class
#4

Ovika, Enigma Goliath + Petals of Insight + Sorcerer Class

Infinite damageInfinite death triggersInfinite creature ETBInfinite creature LTB
  1. 1Cast Petals of Insight by paying {4}{U}.
  2. 2Ovika and Sorcerer Class trigger.
  3. 3Resolve the Ovika trigger, creating five 1/1 Phyrexian Goblin tokens that gain haste until end of turn.
  4. 4Resolve the Sorcerer Class trigger, dealing 1 damage to each opponent for each instant and/or sorcery spell you've cast this turn.
  5. 5Resolve Petals of Insight, putting the top three cards of your library on the bottom of your library and returning Petals of Insight to your hand.
  6. 6Activate the five Phyrexian Goblins by tapping them, adding {4}{U} that can only be spent to cast an instant or sorcery spell, or to gain a Class level.
  7. 7Repeat.
Stormsplitter
+Sorcerer Class
+Searing Touch
#5

Stormsplitter + Sorcerer Class + Searing Touch

Infinite creature LTBInfinite creature ETBInfinite damageInfinite storm count
  1. 1Activate any creature you control that does not have summoning sickness by tapping it, adding {R} that can only be spent to cast an instant or sorcery spell, or to gain a Class level.
  2. 2Repeat step 1 until you control no untapped creatures without summoning sickness, or until you have {4}{R} available, whichever comes first.
  3. 3Cast Searing Touch with buyback by paying {4}{R}.
  4. 4Each Stormsplitter you control triggers, and Sorcerer Class's third ability triggers if it is level 3.
  5. 5Resolve the Stormsplitter triggers, creating that many token copies of Stormsplitter.
  6. 6Resolve the Sorcerer Class trigger, if applicable, dealing damage to any target equal to the number of instant and/or sorcery spells you've cast this turn.
  7. 7Resolve Searing Touch, dealing 1 damage to any target, and returning Searing Touch to your hand.
  8. 8Repeat.
Stormsplitter
+Sorcerer Class
+Seething Anger
#6

Stormsplitter + Sorcerer Class + Seething Anger

Infinite creature LTBInfinite creature ETBInfinite damageInfinite storm count
  1. 1Activate any creature you control that does not have summoning sickness by tapping it, adding {R} that can only be spent to cast an instant or sorcery spell, or to gain a Class level.
  2. 2Repeat step 1 until you control no untapped creatures without summoning sickness, or until you have {3}{R} available, whichever comes first.
  3. 3Cast Seething Anger with buyback by paying {3}{R}.
  4. 4Each Stormsplitter you control triggers, and Sorcerer Class's third ability triggers if it is level 3.
  5. 5Resolve the Stormsplitter triggers, creating that many token copies of Stormsplitter.
  6. 6Resolve the Sorcerer Class trigger, if applicable, dealing damage to any target equal to the number of instant and/or sorcery spells you've cast this turn.
  7. 7Resolve Seething Anger, giving target creature +3/+0 until end of turn, and returning Seething Anger to your hand.
  8. 8Repeat.
Stormsplitter
+Sorcerer Class
+Mystic Speculation
#7

Stormsplitter + Sorcerer Class + Mystic Speculation

Infinite creature LTBInfinite creature ETBInfinite damageInfinite storm count
  1. 1Activate any creature you control that does not have summoning sickness by tapping it, adding {U} that can only be spent to cast an instant or sorcery spell, or to gain a Class level.
  2. 2Repeat step 1 until you control no untapped creatures without summoning sickness, or until you have {2}{U} available, whichever comes first.
  3. 3Cast Mystic Speculation with buyback by paying {2}{U}.
  4. 4Each Stormsplitter you control triggers, and Sorcerer Class's third ability triggers if it is level 3.
  5. 5Resolve the Stormsplitter triggers, creating that many token copies of Stormsplitter.
  6. 6Resolve the Sorcerer Class trigger, if applicable, dealing damage to any target equal to the number of instant and/or sorcery spells you've cast this turn.
  7. 7Resolve Mystic Speculation, causing you to scry 3 and return Mystic Speculation to your hand.
  8. 8Repeat.
Jeskai Ascendancy
+Sorcerer Class
+Mystic Speculation
#8

Jeskai Ascendancy + Sorcerer Class + Mystic Speculation

Infinite draw triggersInfinite lootingInfinite self-discard triggersNear-infinite blue mana that can only be spent to cast instant and/or sorcery spells
  1. 1Activate three creatures you control by tapping them, adding {2}{U} that can only be spent to cast instant and/or sorcery spells, or to gain a Class level.
  2. 2Cast Mystic Speculation with buyback by paying {2}{U}, triggering Jeskai Ascendancy's first and second abilities and Sorcerer Class's third ability if it is level three.
  3. 3Resolve the Sorcerer Class trigger, if applicable, causing Mystic Speculation to deal an amount of damage to each opponent equal to the number of instants and sorceries you've cast this turn.
  4. 4Resolve the first Jeskai Ascendancy trigger, giving creatures you control +1/+1 until end of turn and untapping them.
  5. 5Resolve the second Jeskai Ascendancy trigger, allowing you to loot.
  6. 6Resolve Mystic Speculation, causing you to scry 3 and return Mystic Speculation to your hand.
  7. 7Repeat.
  8. 8If you control four or more creatures without summoning sickness, this combo nets near-infinite mana.
03

Legal formats

historictimelessgladiatorpioneermodernlegacyvintagepennycommanderoathbreakerbrawlcompetitivebrawldueltlr
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