Card
Innkeeper's Talent
Mana cost {1}{G}
(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. {G}: Level 2 Permanents you control with counters on them have ward {1}. {3}{G}: 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.
Part of 210 known combos, 2 of them two-card. 9 official rulings.
- Commander
- Legal
- Printing
- Rare · BLB · #180
- Cheapest printing
- €7.20
- EDHREC salt
- 0.55
- Color identity
- Green
Bracket
- B1 Exhibition — Not in the same deck as its two-card combo partners: Vraska, Betrayal's Sting, Jace, Cunning Castaway
- B2 Core — Not in the same deck as its two-card combo partners: Vraska, Betrayal's Sting, Jace, Cunning Castaway
- B3 Upgraded — Not in the same deck as its early two-card combo partners: Vraska, Betrayal's Sting, Jace, Cunning Castaway
- B4 Optimized — allowed: No restriction beyond the banned list
- B5 cEDH — allowed: No restriction beyond the banned list
Why
- Two-card combo with Vraska, Betrayal's Sting, Jace, Cunning Castaway (early with Vraska, Betrayal's Sting, Jace, Cunning Castaway)
How Lotus Vault estimates a bracket
Bracket: Lotus Vault analysis, with Commander Spellbook flags
Combos
210 known combos, 2 of them two-card.
- Vraska, Betrayal's Sting + Innkeeper's Talent
Produces: Target opponent loses the game
View on Commander Spellbook - Gatta and Luzzu + Walking Ballista + Innkeeper's Talent
Produces: Infinite damage, Infinite +1/+1 counters on a creature
View on Commander Spellbook - Vigor + Walking Ballista + Innkeeper's Talent
Produces: Infinite damage, Infinite +1/+1 counters on creatures you control
View on Commander Spellbook
Combos: Commander Spellbook
Rulings
- 2024-07-26 · 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. - 2024-07-26 · Wizards of the Coast
If a permanent enters with counters on it, the effect causing the permanent to be given counters may specify which player puts those counters on it. If the effect doesn't specify a player, the object's controller puts those counters on it. - 2024-07-26 · 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. - 2024-07-26 · 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. - 2024-07-26 · Wizards of the Coast
Once a ward ability of a permanent with a counter on it has triggered, causing that permanent to lose ward by removing Innkeeper's Talent or removing the counters from that permanent won't affect that ability. The appropriate player will still have to pay {1} or have their spell or ability countered. - 2024-07-26 · 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. - 2024-07-26 · Wizards of the Coast
If two or more effects attempt to modify how many counters would be put onto a permanent you control, you choose the order to apply those effects, no matter who controls the sources of those effects. - 2024-07-26 · Wizards of the Coast
Gaining a level won't remove abilities that a Class had at a previous level. - 2024-07-26 · Wizards of the Coast
Gaining a level is a normal activated ability. It uses the stack and can be responded to.
Rulings: Scryfall · Wizards of the Coast