Project_Arctic
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{"ops":[{"insert":"This is an idea for its own unique kind of singleton format using the class cards instead of legendary creatures like in commander, in some ways meant to represent the players themselves or something like dnd characters fighting one another, weather that be in a 1v1, a multi-person free for all, a group against an archenemy, or any mix of things. \n\nThe format itself is a constructed 60 card singleton deck (excluding basic lands) with your choice of any one class card in the command zone and up to 15 cards in the sideboard. The color identity of the main deck and the sideboard can include up to 3 colors, one of which must be one of the colors of the deck's chosen class card. Importantly, the chosen class card does not function as a spell or permanent or counted as one of the 60 cards in the main deck or the 15 in the sideboard, instead functioning as an emblem for the player that never leaves the command zone and cannot be targeted or cast. This Class Emblem initially has no function to the player and starts at level 0. The Class Emblem represents level 0 and its other levels by starting with a number of Training Counters on it equal to the cards mana value plus the total mana needed to activate it's level 2 and level 3 abilities. At the beginning of each player's upkeep they remove a training counter from their class emblem and are able to remove additional training counters during their turn at sorcery speed by paying 1 generic mana, increasing by an additional 1 generic mana each time"},{"attributes":{"background":"#ffffff","color":"#001d35"},"insert":" during the same turn, much like planechase. "},{"insert":"The cumulative cost to remove Training Counters resets at the end of each player's turn so if a player chooses on their turn to pay one generic mana to remove a Training Counter, the next payment on that turn would cost 2 generic mana, followed by 3 generic mana, continuing ad-infinitum until either all Training counters are removed or when the turn ends. When Training counters equal to the Class Emblem's casting mana value are removed the first ability of the Class Emblem becomes active, bringing it to level 1. This is not counted as casting an enchantment spell or an enchantment entering the battlefield as it doesn't leave the command zone hence the reason for the class being considered an emblem. Due to this, any class cards that have an effect when they enter are instead considered or reworded to say \"When this class becomes level 1....\" In order for the Class Emblem to become level 2, Training Counters equal to the total mana value needed to pay the level 2 cost must be removed and the same is true for level 3. The starting hand total remains at a normal 7 as with most other formats while the starting life total varies depending on the chosen class, that being 20 plus the number of Training Counters your Class Emblem starts with.\n\nCleric Class as an example Class Emblem costs a total of 10 mana to both cast and get to level 3 so it would start with 10 Training Counters and the player themselves would start at 30 life. Cleric Class costs 1 white mana to cast so it's mana value is 1 meaning once the first Training Counter is removed it's level 1 ability will become active leaving 9 training counters left. After 4 more Training Counters are removed Cleric Class becomes level 2 and will have 5 Training counters remaining, which once those are removed the class becomes level 3 and has all of its abilities active. During the Cleric Class Emblem Player's first upkeep and all other subsequent upkeeps on their turn they will automatically remove a Training counter from their Class Emblem and, at sorcery speed, are able to pay 1 generic mana to remove another counter, this cost increasing by 1 generic mana for each time it is paid, the increase in cost resetting at the end of their turn. This means that for the Cleric Class player, their level 1 ability becomes active automatically during their first upkeep\n \nFor those who want a more technical wording of the emblem. A majority that is listed here are special abilities so they don't go on the stack and aren't able to be interacted with.\n\n\"This Emblem begins the game with X Training counters on it, where X is its mana value plus its level 2 and level 3 level ability costs.\"\n\"Your starting life total is 20 plus X.\"\n\"At the beginning of your upkeep, remove a training counter counter from this emblem.\"\n\"When a number of training counters equal to this emblem's mana value are removed, you gain control of it's level 1 class ability.\"\n\"When a number of training counters equal to this emblem's level 2 level ability are removed, you gain control of it's level 2 class ability. This ability only triggers if you control it's level 1 class ability.\"\n\"When a number of training counters equal to this emblem's level 3 level ability are removed, you gain control of it's level 3 class ability. This ability only triggers if you control it's level 1 and level 2 class abilities.\"\n\"Pay {1}: Remove a training counter from this emblem. This ability costs an additional {1} for each time it's been activated this turn. Activate only as a sorcery.\"\n\nAlternative health idea. Step 1: Health Pool Maximum; during each cleanup step, if a player's life total is above their HPM, their life total is set to their HPM. This is not considered damage or loss of life. Step 2: Each player starts at 20 life with a HPM of 20. Once their classes first level is unlocked, their HPM and current life total increase by the amount of training counters needed to unlock it. This is not considered gaining of life. This increase of HPM and current life total applies to the class emblem's level 2 and level 3 abilities as well. \n\nThis is the overall gist of the format and much like commander is meant to be used as a casual deck format, perhaps a bit broader than the usual 4 person game to be used in a multitude of different game modes from 1v1, 3 or more free for all, two headed giant, the star system, Archenemy, or anything else you and your fellow players have in mind. \n\nThis format is also simply an idea that I have had and would need testing to see what works and what doesn't, especially the starting health values. As far as ban lists goes either Commander or Legacy, up to you. I have also had the idea of both a general ban list for all the class cards as well as potentially specific bans for each class to prevent 1 card or uninteractable combos from being included but I'd first need to look at what classes have easy combos. \n\n\n\n\n\nIn an attempt to answer some questions that might come to mind regarding specific parts of this custom format, various potential questions and answers I could think of will be left here at the bottom.\n\nWhy a Class? The class itself is meant to represent the player and whatever distinct abilities the player themselves would potentially have in a fantastical setting. \n\nWhy an Emblem? Extending off of why I chose class cards to provide each player with their own personal form of distinct benefits within the gameplay, unlike commander my goal on this front was that I wanted something that could be used that wouldn't go away by simply getting removed or countered, a constant piece that opponents must worry about as well as a constant piece you must worry about your opponents having. The class represents the abilities that a player has so they are meant to continuously exist until the player themselves are removed.\n\nWhy a Sideboard? While there is potential in changing cards between games for better matchups against opponents in something like a best to 3 or best to 5 the Sideboard exists in this instance more so for companions and other spells and effects that deal with the Sideboard like the Learn mechanic and wish spells.\n\nWhy differing starting life totals? The idea behind this is that in many games from table top to video games different classes commonly have different health totals and this was my way of representing that within this format. I also think the different life totals in the old Vanguard format was interesting and I wanted to recreate it in some way. \n\nWhy Training Counters? In a way the training counters are meant to represent gaining xp in a game to eventually level up. These counters are removed through paying generic mana and also removed at upkeep so that even if a player is lacking in mana they are at least able to potentially do something on their turn other than simply draw, discard to hand size, and pass the turn.\n\nHow should I keep track of these Training Counters? A good method I have thought of is to have 3 different 6 sided dice, each die place over each level of the Class Emblem representing the number of counters needed to be removed for the specific level to be active. Back to using Cleric Class as an example the die over level 1 of Cleric Class would be at a 1 while the dice for level 2 and level 3 would initially start at a 4 and a 5 respectively.\n \n"}]}
Enchantment
Advanced Reconstruction
(Gain the next level as a sorcery to add its ability.)
At the beginning of your first main phase, mill a card, then exile a card from your graveyard at random. You may play the exiled card this turn.
: Level 2
Whenever one or more cards leave your graveyard, this Class deals 2 damage to each opponent.
: Level 3
Spells you cast from anywhere other than your hand cost less to cast.
At the beginning of your first main phase, mill a card, then exile a card from your graveyard at random. You may play the exiled card this turn.
: Level 2
Whenever one or more cards leave your graveyard, this Class deals 2 damage to each opponent.
: Level 3
Spells you cast from anywhere other than your hand cost less to cast.
Enchantment - Class

Alchemist's Talent
(Gain the next level as a sorcery to add its ability.)
When this Class enters, create two tapped Treasure tokens.
: Level 2
Treasures you control have ", Sacrifice this artifact: Add two mana of any one color."
: Level 3
Whenever you cast a spell, if mana from a Treasure was spent to cast it, this Class deals damage equal to that spell's mana value to each opponent.
When this Class enters, create two tapped Treasure tokens.
: Level 2
Treasures you control have ", Sacrifice this artifact: Add two mana of any one color."
: Level 3
Whenever you cast a spell, if mana from a Treasure was spent to cast it, this Class deals damage equal to that spell's mana value to each opponent.
Enchantment - Class

Artificer Class
(Gain the next level as a sorcery to add its ability.)
The first artifact spell you cast each turn costs less to cast.
: Level 2
When this Class becomes level 2, reveal cards from the top of your library until you reveal an artifact card. Put that card into your hand and the rest on the bottom of your library in a random order.
: Level 3
At the beginning of your end step, create a token that's a copy of target artifact you control.
The first artifact spell you cast each turn costs less to cast.
: Level 2
When this Class becomes level 2, reveal cards from the top of your library until you reveal an artifact card. Put that card into your hand and the rest on the bottom of your library in a random order.
: Level 3
At the beginning of your end step, create a token that's a copy of target artifact you control.
Enchantment - Class

Artist's Talent
(Gain the next level as a sorcery to add its ability.)
Whenever you cast a noncreature spell, you may discard a card. If you do, draw a card.
: Level 2
Noncreature spells you cast cost less to cast.
: Level 3
If a source you control would deal noncombat damage to an opponent or a permanent an opponent controls, it deals that much damage plus 2 instead.
Whenever you cast a noncreature spell, you may discard a card. If you do, draw a card.
: Level 2
Noncreature spells you cast cost less to cast.
: Level 3
If a source you control would deal noncombat damage to an opponent or a permanent an opponent controls, it deals that much damage plus 2 instead.
Enchantment - Class

Bandit's Talent
(Gain the next level as a sorcery to add its ability.)
When this Class enters, each opponent discards two cards unless they discard a nonland card.
: Level 2
At the beginning of each opponent's upkeep, if that player has one or fewer cards in hand, they lose 2 life.
: Level 3
At the beginning of your draw step, draw an additional card for each opponent who has one or fewer cards in hand.
When this Class enters, each opponent discards two cards unless they discard a nonland card.
: Level 2
At the beginning of each opponent's upkeep, if that player has one or fewer cards in hand, they lose 2 life.
: Level 3
At the beginning of your draw step, draw an additional card for each opponent who has one or fewer cards in hand.
Enchantment - Class

Barbarian Class
(Gain the next level as a sorcery to add its ability.)
If you would roll one or more dice, instead roll that many dice plus one and ignore the lowest roll.
: Level 2
Whenever you roll one or more dice, target creature you control gets +2/+0 and gains menace until end of turn.
: Level 3
Creatures you control have haste.
If you would roll one or more dice, instead roll that many dice plus one and ignore the lowest roll.
: Level 2
Whenever you roll one or more dice, target creature you control gets +2/+0 and gains menace until end of turn.
: Level 3
Creatures you control have haste.
Enchantment - Class

Bard Class
(Gain the next level as a sorcery to add its ability.)
Legendary creatures you control enter with an additional +1/+1 counter on them.
: Level 2
Legendary spells you cast cost less to cast. This effect reduces only the amount of colored mana you pay.
: Level 3
Whenever you cast a legendary spell, exile the top two cards of your library. You may play them this turn.
Legendary creatures you control enter with an additional +1/+1 counter on them.
: Level 2
Legendary spells you cast cost less to cast. This effect reduces only the amount of colored mana you pay.
: Level 3
Whenever you cast a legendary spell, exile the top two cards of your library. You may play them this turn.
Enchantment - Class

Blacksmith's Talent
(Gain the next level as a sorcery to add its ability.)
When this Class enters, create a colorless Equipment artifact token named Sword with "Equipped creature gets +1/+1" and equip .
: Level 2
At the beginning of combat on your turn, attach target Equipment you control to up to one target creature you control.
: Level 3
During your turn, equipped creatures you control have double strike and haste.
When this Class enters, create a colorless Equipment artifact token named Sword with "Equipped creature gets +1/+1" and equip .
: Level 2
At the beginning of combat on your turn, attach target Equipment you control to up to one target creature you control.
: Level 3
During your turn, equipped creatures you control have double strike and haste.
Enchantment - Class

Builder's Talent
(Gain the next level as a sorcery to add its ability.)
When this Class enters, create a 0/4 white Wall creature token with defender.
: Level 2
Whenever one or more noncreature, nonland permanents you control enter, put a +1/+1 counter on target creature you control.
: Level 3
When this Class becomes level 3, return target noncreature, nonland permanent card from your graveyard to the battlefield.
When this Class enters, create a 0/4 white Wall creature token with defender.
: Level 2
Whenever one or more noncreature, nonland permanents you control enter, put a +1/+1 counter on target creature you control.
: Level 3
When this Class becomes level 3, return target noncreature, nonland permanent card from your graveyard to the battlefield.
Enchantment - Class

Caretaker's Talent
(Gain the next level as a sorcery to add its ability.)
Whenever one or more tokens you control enter, draw a card. This ability triggers only once each turn.
: Level 2
When this Class becomes level 2, create a token that's a copy of target token you control.
: Level 3
Creature tokens you control get +2/+2.
Whenever one or more tokens you control enter, draw a card. This ability triggers only once each turn.
: Level 2
When this Class becomes level 2, create a token that's a copy of target token you control.
: Level 3
Creature tokens you control get +2/+2.
Enchantment - Class

Cleric Class
(Gain the next level as a sorcery to add its ability.)
If you would gain life, you gain that much life plus 1 instead.
: Level 2
Whenever you gain life, put a +1/+1 counter on target creature you control.
: Level 3
When this Class becomes level 3, return target creature card from your graveyard to the battlefield. You gain life equal to that creature's toughness.
If you would gain life, you gain that much life plus 1 instead.
: Level 2
Whenever you gain life, put a +1/+1 counter on target creature you control.
: Level 3
When this Class becomes level 3, return target creature card from your graveyard to the battlefield. You gain life equal to that creature's toughness.
Enchantment - Class

Cool but Rude
(Gain the next level as a sorcery to add its ability.)
Whenever you attack, you may discard a card. If you do, draw a card.
: Level 2
Whenever you discard a card, this Class deals 2 damage to each opponent.
: Level 3
When this Class becomes level 3, search your library for a card, put it into your hand, shuffle, then discard a card at random.
Whenever you attack, you may discard a card. If you do, draw a card.
: Level 2
Whenever you discard a card, this Class deals 2 damage to each opponent.
: Level 3
When this Class becomes level 3, search your library for a card, put it into your hand, shuffle, then discard a card at random.
Enchantment - Class

Does Machines
(Gain the next level as a sorcery to add its ability.)
When this Class enters, mill two cards, draw two cards, then discard two cards.
: Level 2
When this Class becomes level 2, return up to two target artifact cards from your graveyard to your hand.
: Level 3
At the beginning of combat on your turn, put three +1/+1 counters on target artifact you control. If it isn't a creature, it becomes a 0/0 Robot creature in addition to its other types.
When this Class enters, mill two cards, draw two cards, then discard two cards.
: Level 2
When this Class becomes level 2, return up to two target artifact cards from your graveyard to your hand.
: Level 3
At the beginning of combat on your turn, put three +1/+1 counters on target artifact you control. If it isn't a creature, it becomes a 0/0 Robot creature in addition to its other types.
Enchantment - Class

Druid Class
(Gain the next level as a sorcery to add its ability.)
Landfall — Whenever a land you control enters, you gain 1 life.
: Level 2
You may play an additional land on each of your turns.
: Level 3
When this Class becomes level 3, target land you control becomes a creature with haste and "This creature's power and toughness are each equal to the number of lands you control." It's still a land.
Landfall — Whenever a land you control enters, you gain 1 life.
: Level 2
You may play an additional land on each of your turns.
: Level 3
When this Class becomes level 3, target land you control becomes a creature with haste and "This creature's power and toughness are each equal to the number of lands you control." It's still a land.
Enchantment - Class

Fighter Class
(Gain the next level as a sorcery to add its ability.)
When this Class enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle.
: Level 2
Equip abilities you activate cost less to activate.
: Level 3
Whenever a creature you control attacks, up to one target creature blocks it this combat if able.
When this Class enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle.
: Level 2
Equip abilities you activate cost less to activate.
: Level 3
Whenever a creature you control attacks, up to one target creature blocks it this combat if able.
Enchantment - Class

Fisher's Talent
(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.
: Level 2
If you would create a Fish token, create a 3/3 blue Shark creature token instead.
: Level 3
If you would create a Shark token, create an 8/8 blue Octopus creature token instead.
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.
: Level 2
If you would create a Fish token, create a 3/3 blue Shark creature token instead.
: Level 3
If you would create a Shark token, create an 8/8 blue Octopus creature token instead.
Enchantment - Class

Fortune Teller's Talent
(Gain the next level as a sorcery to add its ability.)
You may look at the top card of your library any time.
: Level 2
As long as you've cast a spell this turn, you may play cards from the top of your library.
: Level 3
Spells you cast from anywhere other than your hand cost less to cast.
You may look at the top card of your library any time.
: Level 2
As long as you've cast a spell this turn, you may play cards from the top of your library.
: Level 3
Spells you cast from anywhere other than your hand cost less to cast.
Enchantment - Class

Gossip's Talent
(Gain the next level as a sorcery to add its ability.)
Whenever a creature you control enters, surveil 1.
: Level 2
Whenever you attack, target attacking creature with power 3 or less can't be blocked this turn.
: Level 3
Whenever a creature you control deals combat damage to a player, you may exile it, then return it to the battlefield under its owner's control.
Whenever a creature you control enters, surveil 1.
: Level 2
Whenever you attack, target attacking creature with power 3 or less can't be blocked this turn.
: Level 3
Whenever a creature you control deals combat damage to a player, you may exile it, then return it to the battlefield under its owner's control.
Enchantment - Class

Gourmand's Talent
(Gain the next level as a sorcery to add its ability.)
During your turn, artifacts you control are Foods in addition to their other types and have ", , Sacrifice this artifact: You gain 3 life."
: Level 2
Whenever you gain life for the first time each turn, create a 3/3 green Raccoon creature token.
: Level 3
Whenever you gain life for the first time each turn, put a +1/+1 counter on each creature you control.
During your turn, artifacts you control are Foods in addition to their other types and have ", , Sacrifice this artifact: You gain 3 life."
: Level 2
Whenever you gain life for the first time each turn, create a 3/3 green Raccoon creature token.
: Level 3
Whenever you gain life for the first time each turn, put a +1/+1 counter on each creature you control.
Enchantment - Class

Hunter's Talent
(Gain the next level as a sorcery to add its ability.)
When this Class enters, target creature you control deals damage equal to its power to target creature you don't control.
: Level 2
Whenever you attack, target attacking creature gets +1/+0 and gains trample until end of turn.
: Level 3
At the beginning of your end step, if you control a creature with power 4 or greater, draw a card.
When this Class enters, target creature you control deals damage equal to its power to target creature you don't control.
: Level 2
Whenever you attack, target attacking creature gets +1/+0 and gains trample until end of turn.
: Level 3
At the beginning of your end step, if you control a creature with power 4 or greater, draw a card.
Enchantment - Class

Innkeeper's Talent
(Gain the next level as a sorcery to add its ability.)
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control.
: Level 2
Permanents you control with counters on them have ward .
: Level 3
If you would put one or more counters on a permanent or player, put twice that many of each of those kinds of counters on that permanent or player instead.
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control.
: Level 2
Permanents you control with counters on them have ward .
: Level 3
If you would put one or more counters on a permanent or player, put twice that many of each of those kinds of counters on that permanent or player instead.
Enchantment - Class

Intermediate Chirography
(Gain the next level as a sorcery to add its ability.)
When this Class enters, create a 2/1 white and black Inkling creature token with flying.
: Level 2
Whenever you lose life for the first time each turn, put a +1/+1 counter on target creature you control.
: Level 3
At the beginning of each end step, if a modified creature died under your control this turn, create a 2/1 white and black Inkling creature token with flying. (Equipment, Auras you control, and counters are modifications.)
When this Class enters, create a 2/1 white and black Inkling creature token with flying.
: Level 2
Whenever you lose life for the first time each turn, put a +1/+1 counter on target creature you control.
: Level 3
At the beginning of each end step, if a modified creature died under your control this turn, create a 2/1 white and black Inkling creature token with flying. (Equipment, Auras you control, and counters are modifications.)
Enchantment - Class

Leader's Talent
(Gain the next level as a sorcery to add its ability.)
Whenever you attack, put a +1/+1 counter on target attacking creature.
: Level 2
Whenever a creature you control leaves the battlefield, if it had a counter on it, you gain 2 life.
: Level 3
Whenever you cast a spell, put a +1/+1 counter on each creature you control.
Whenever you attack, put a +1/+1 counter on target attacking creature.
: Level 2
Whenever a creature you control leaves the battlefield, if it had a counter on it, you gain 2 life.
: Level 3
Whenever you cast a spell, put a +1/+1 counter on each creature you control.
Enchantment - Class

Monk Class
(Gain the next level as a sorcery to add its ability.)
The second spell you cast each turn costs less to cast.
: Level 2
When this Class becomes level 2, return up to one target nonland permanent to its owner's hand.
: Level 3
At the beginning of your upkeep, exile the top card of your library. For as long as it remains exiled, it has "You may cast this card from exile as long as you've cast another spell this turn."
The second spell you cast each turn costs less to cast.
: Level 2
When this Class becomes level 2, return up to one target nonland permanent to its owner's hand.
: Level 3
At the beginning of your upkeep, exile the top card of your library. For as long as it remains exiled, it has "You may cast this card from exile as long as you've cast another spell this turn."
Enchantment - Class

Ninja Teen
(Gain the next level as a sorcery to add its ability.)
Whenever a creature you control leaves the battlefield, each opponent loses 1 life.
: Level 2
Creatures you control get +1/+0 and have menace.
: Level 3
Creature cards in your graveyard have sneak .
You may cast creature spells from your graveyard using their sneak abilities.
Whenever a creature you control leaves the battlefield, each opponent loses 1 life.
: Level 2
Creatures you control get +1/+0 and have menace.
: Level 3
Creature cards in your graveyard have sneak .
You may cast creature spells from your graveyard using their sneak abilities.
Enchantment - Class

Paladin Class
(Gain the next level as a sorcery to add its ability.)
Spells your opponents cast during your turn cost more to cast.
: Level 2
Creatures you control get +1/+1.
: Level 3
Whenever you attack, until end of turn, target attacking creature gets +1/+1 for each other attacking creature and gains double strike.
Spells your opponents cast during your turn cost more to cast.
: Level 2
Creatures you control get +1/+1.
: Level 3
Whenever you attack, until end of turn, target attacking creature gets +1/+1 for each other attacking creature and gains double strike.
Enchantment - Class

Party Dude
(Gain the next level as a sorcery to add its ability.)
When this Class enters, each player creates a Food token.
: Level 2
Whenever an artifact an opponent controls is put into a graveyard from the battlefield, draw a card.
: Level 3
Whenever one or more of your opponents are attacked, up to one target attacking creature gets +X/+X until end of turn, where X is the number of cards in your hand.
When this Class enters, each player creates a Food token.
: Level 2
Whenever an artifact an opponent controls is put into a graveyard from the battlefield, draw a card.
: Level 3
Whenever one or more of your opponents are attacked, up to one target attacking creature gets +X/+X until end of turn, where X is the number of cards in your hand.
Enchantment - Class

Ranger Class
(Gain the next level as a sorcery to add its ability.)
When this Class enters, create a 2/2 green Wolf creature token.
: Level 2
Whenever you attack, put a +1/+1 counter on target attacking creature.
: Level 3
You may look at the top card of your library any time.
You may cast creature spells from the top of your library.
When this Class enters, create a 2/2 green Wolf creature token.
: Level 2
Whenever you attack, put a +1/+1 counter on target attacking creature.
: Level 3
You may look at the top card of your library any time.
You may cast creature spells from the top of your library.
Enchantment - Class

Rogue Class
(Gain the next level as a sorcery to add its ability.)
Whenever a creature you control deals combat damage to a player, exile the top card of that player's library face down. You may look at it for as long as it remains exiled.
: Level 2
Creatures you control have menace.
: Level 3
You may play cards exiled with this Class, and you may spend mana as though it were mana of any color to cast those spells.
Whenever a creature you control deals combat damage to a player, exile the top card of that player's library face down. You may look at it for as long as it remains exiled.
: Level 2
Creatures you control have menace.
: Level 3
You may play cards exiled with this Class, and you may spend mana as though it were mana of any color to cast those spells.
Enchantment - Class

Scavenger's Talent
(Gain the next level as a sorcery to add its ability.)
Whenever one or more creatures you control die, create a Food token. This ability triggers only once each turn.
: Level 2
Whenever you sacrifice a permanent, target player mills two cards.
: Level 3
At the beginning of your end step, you may sacrifice three other nonland permanents. If you do, return a creature card from your graveyard to the battlefield with a finality counter on it.
Whenever one or more creatures you control die, create a Food token. This ability triggers only once each turn.
: Level 2
Whenever you sacrifice a permanent, target player mills two cards.
: Level 3
At the beginning of your end step, you may sacrifice three other nonland permanents. If you do, return a creature card from your graveyard to the battlefield with a finality counter on it.
Enchantment - Class

Sorcerer Class
(Gain the next level as a sorcery to add its ability.)
When this Class enters, draw two cards, then discard two cards.
: Level 2
Creatures you control have ": Add or . Spend this mana only to cast an instant or sorcery spell or to gain a Class level."
: 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.
When this Class enters, draw two cards, then discard two cards.
: Level 2
Creatures you control have ": Add or . Spend this mana only to cast an instant or sorcery spell or to gain a Class level."
: 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.
Enchantment - Class

Stormchaser's Talent
(Gain the next level as a sorcery to add its ability.)
When this Class enters, create a 1/1 blue and red Otter creature token with prowess.
: Level 2
When this Class becomes level 2, return target instant or sorcery card from your graveyard to your hand.
: Level 3
Whenever you cast an instant or sorcery spell, create a 1/1 blue and red Otter creature token with prowess.
When this Class enters, create a 1/1 blue and red Otter creature token with prowess.
: Level 2
When this Class becomes level 2, return target instant or sorcery card from your graveyard to your hand.
: Level 3
Whenever you cast an instant or sorcery spell, create a 1/1 blue and red Otter creature token with prowess.
Enchantment - Class

Warlock Class
(Gain the next level as a sorcery to add its ability.)
At the beginning of your end step, if a creature died this turn, each opponent loses 1 life.
: Level 2
When this Class becomes level 2, look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard.
: Level 3
At the beginning of your end step, each opponent loses life equal to the life they lost this turn. (Damage causes loss of life.)
At the beginning of your end step, if a creature died this turn, each opponent loses 1 life.
: Level 2
When this Class becomes level 2, look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard.
: Level 3
At the beginning of your end step, each opponent loses life equal to the life they lost this turn. (Damage causes loss of life.)
Enchantment - Class

Enchantment
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Deck Info
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Description
{"ops":[{"insert":"This is an idea for its own unique kind of singleton format using the class cards instead of legendary creatures like in commander, in some ways meant to represent the players themselves or something like dnd characters fighting one another, weather that be in a 1v1, a multi-person free for all, a group against an archenemy, or any mix of things. \n\nThe format itself is a constructed 60 card singleton deck (excluding basic lands) with your choice of any one class card in the command zone and up to 15 cards in the sideboard. The color identity of the main deck and the sideboard can include up to 3 colors, one of which must be one of the colors of the deck's chosen class card. Importantly, the chosen class card does not function as a spell or permanent or counted as one of the 60 cards in the main deck or the 15 in the sideboard, instead functioning as an emblem for the player that never leaves the command zone and cannot be targeted or cast. This Class Emblem initially has no function to the player and starts at level 0. The Class Emblem represents level 0 and its other levels by starting with a number of Training Counters on it equal to the cards mana value plus the total mana needed to activate it's level 2 and level 3 abilities. At the beginning of each player's upkeep they remove a training counter from their class emblem and are able to remove additional training counters during their turn at sorcery speed by paying 1 generic mana, increasing by an additional 1 generic mana each time"},{"attributes":{"background":"#ffffff","color":"#001d35"},"insert":" during the same turn, much like planechase. "},{"insert":"The cumulative cost to remove Training Counters resets at the end of each player's turn so if a player chooses on their turn to pay one generic mana to remove a Training Counter, the next payment on that turn would cost 2 generic mana, followed by 3 generic mana, continuing ad-infinitum until either all Training counters are removed or when the turn ends. When Training counters equal to the Class Emblem's casting mana value are removed the first ability of the Class Emblem becomes active, bringing it to level 1. This is not counted as casting an enchantment spell or an enchantment entering the battlefield as it doesn't leave the command zone hence the reason for the class being considered an emblem. Due to this, any class cards that have an effect when they enter are instead considered or reworded to say \"When this class becomes level 1....\" In order for the Class Emblem to become level 2, Training Counters equal to the total mana value needed to pay the level 2 cost must be removed and the same is true for level 3. The starting hand total remains at a normal 7 as with most other formats while the starting life total varies depending on the chosen class, that being 20 plus the number of Training Counters your Class Emblem starts with.\n\nCleric Class as an example Class Emblem costs a total of 10 mana to both cast and get to level 3 so it would start with 10 Training Counters and the player themselves would start at 30 life. Cleric Class costs 1 white mana to cast so it's mana value is 1 meaning once the first Training Counter is removed it's level 1 ability will become active leaving 9 training counters left. After 4 more Training Counters are removed Cleric Class becomes level 2 and will have 5 Training counters remaining, which once those are removed the class becomes level 3 and has all of its abilities active. During the Cleric Class Emblem Player's first upkeep and all other subsequent upkeeps on their turn they will automatically remove a Training counter from their Class Emblem and, at sorcery speed, are able to pay 1 generic mana to remove another counter, this cost increasing by 1 generic mana for each time it is paid, the increase in cost resetting at the end of their turn. This means that for the Cleric Class player, their level 1 ability becomes active automatically during their first upkeep\n \nFor those who want a more technical wording of the emblem. A majority that is listed here are special abilities so they don't go on the stack and aren't able to be interacted with.\n\n\"This Emblem begins the game with X Training counters on it, where X is its mana value plus its level 2 and level 3 level ability costs.\"\n\"Your starting life total is 20 plus X.\"\n\"At the beginning of your upkeep, remove a training counter counter from this emblem.\"\n\"When a number of training counters equal to this emblem's mana value are removed, you gain control of it's level 1 class ability.\"\n\"When a number of training counters equal to this emblem's level 2 level ability are removed, you gain control of it's level 2 class ability. This ability only triggers if you control it's level 1 class ability.\"\n\"When a number of training counters equal to this emblem's level 3 level ability are removed, you gain control of it's level 3 class ability. This ability only triggers if you control it's level 1 and level 2 class abilities.\"\n\"Pay {1}: Remove a training counter from this emblem. This ability costs an additional {1} for each time it's been activated this turn. Activate only as a sorcery.\"\n\nAlternative health idea. Step 1: Health Pool Maximum; during each cleanup step, if a player's life total is above their HPM, their life total is set to their HPM. This is not considered damage or loss of life. Step 2: Each player starts at 20 life with a HPM of 20. Once their classes first level is unlocked, their HPM and current life total increase by the amount of training counters needed to unlock it. This is not considered gaining of life. This increase of HPM and current life total applies to the class emblem's level 2 and level 3 abilities as well. \n\nThis is the overall gist of the format and much like commander is meant to be used as a casual deck format, perhaps a bit broader than the usual 4 person game to be used in a multitude of different game modes from 1v1, 3 or more free for all, two headed giant, the star system, Archenemy, or anything else you and your fellow players have in mind. \n\nThis format is also simply an idea that I have had and would need testing to see what works and what doesn't, especially the starting health values. As far as ban lists goes either Commander or Legacy, up to you. I have also had the idea of both a general ban list for all the class cards as well as potentially specific bans for each class to prevent 1 card or uninteractable combos from being included but I'd first need to look at what classes have easy combos. \n\n\n\n\n\nIn an attempt to answer some questions that might come to mind regarding specific parts of this custom format, various potential questions and answers I could think of will be left here at the bottom.\n\nWhy a Class? The class itself is meant to represent the player and whatever distinct abilities the player themselves would potentially have in a fantastical setting. \n\nWhy an Emblem? Extending off of why I chose class cards to provide each player with their own personal form of distinct benefits within the gameplay, unlike commander my goal on this front was that I wanted something that could be used that wouldn't go away by simply getting removed or countered, a constant piece that opponents must worry about as well as a constant piece you must worry about your opponents having. The class represents the abilities that a player has so they are meant to continuously exist until the player themselves are removed.\n\nWhy a Sideboard? While there is potential in changing cards between games for better matchups against opponents in something like a best to 3 or best to 5 the Sideboard exists in this instance more so for companions and other spells and effects that deal with the Sideboard like the Learn mechanic and wish spells.\n\nWhy differing starting life totals? The idea behind this is that in many games from table top to video games different classes commonly have different health totals and this was my way of representing that within this format. I also think the different life totals in the old Vanguard format was interesting and I wanted to recreate it in some way. \n\nWhy Training Counters? In a way the training counters are meant to represent gaining xp in a game to eventually level up. These counters are removed through paying generic mana and also removed at upkeep so that even if a player is lacking in mana they are at least able to potentially do something on their turn other than simply draw, discard to hand size, and pass the turn.\n\nHow should I keep track of these Training Counters? A good method I have thought of is to have 3 different 6 sided dice, each die place over each level of the Class Emblem representing the number of counters needed to be removed for the specific level to be active. Back to using Cleric Class as an example the die over level 1 of Cleric Class would be at a 1 while the dice for level 2 and level 3 would initially start at a 4 and a 5 respectively.\n \n"}]}
