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Ninja Teen
Enchantment — Class
rare
(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.
Semantic Tags
A permanent that gives a static power/toughness boost to your creatures.
A keyword ability that lets a player cast a spell for less by sacrificing a creature. See rule 702.119, “Emerge.”
Cards that directly win the game or threaten to end it quickly. Includes 'you win the game' effects and massive threats.
Cares about cards in the graveyard, puts cards into the graveyard, or benefits from things dying.
A permanent with a repeatable activated ability that converts excess mana into value.
A keyword ability that lets a creature suddenly enter combat. See rule 702.49, “Ninjutsu.”
A card or token on the battlefield. See rule 110, “Permanents.”
A keyword ability that can return a creature from the graveyard to the battlefield. See rule 702.79, “Persist.”
Cares about creature types — lords, type-matters effects, and changeling.
Format Legality
Price history
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Printings (1)
| Set | Rarity | TCGplayer | Card Kingdom | Cardmarket |
|---|---|---|---|---|
| Teenage Mutant Ninja Turtles#67 | rare | · | · | · |
Related Rules
If an ability would produce one or more mana of an undefined type, it produces no mana instead.
Some abilities produce mana based on the type of mana another permanent or permanents “could produce.” The type of mana a permanent could produce at any time includes any type of mana that an ability of that permanent would produce if the ability were to resolve at that time, taking into account any applicable replacement effects in any possible order. Ignore whether any costs of the ability could or could not be paid. If that permanent wouldn’t produce any mana under these conditions, or no type of mana can be defined this way, there’s no type of mana it could produce.
To “tap [a permanent] for mana” is to activate a mana ability of that permanent that includes the {T} symbol in its activation cost. See rule 605, “Mana Abilities.”
An ability that triggers whenever a permanent “is tapped for mana” or is tapped for mana of a specified type triggers whenever such a mana ability resolves and produces mana or the specified type of mana.
A replacement effect that applies if a permanent “is tapped for mana” or tapped for mana of a specific type and/or amount modifies the mana production event while such an ability is resolving and producing mana or the specified type and/or amount of mana.
If an object’s enters-the-battlefield triggered ability or replacement effect refers to X, and the spell that became that object as it resolved had a value of X chosen for any of its costs, the value of X for that ability is the same as the value of X for that spell, although the value of X for that permanent is 0. This is an exception to rule 107.3i.
The tap symbol is {T}. The tap symbol in an activation cost means “Tap this permanent.” A permanent that’s already tapped can’t be tapped again to pay the cost. A creature’s activated ability with the tap symbol in its activation cost can’t be activated unless the creature has been under its controller’s control continuously since their most recent turn began. See rule 302.6.
The untap symbol is {Q}. The untap symbol in an activation cost means “Untap this permanent.” A permanent that’s already untapped can’t be untapped again to pay the cost. A creature’s activated ability with the untap symbol in its activation cost can’t be activated unless the creature has been under its controller’s control continuously since their most recent turn began. See rule 302.6.
Rulings
Although a creature put onto the battlefield this way is attacking, it was never declared as an attacking creature. Abilities that trigger whenever a creature attacks won't trigger when that creature enters attacking.
You can't activate an ability that advances a Class to a particular level if that Class is already that level or higher. For example, if a Class is already level 2, you can't activate the ability that advances it to level 2 again.
Class cards have multiple text box sections. Other than the top section, each section contains a class level bar that includes a cost and a level number. Each represents an activated ability with the listed cost that advances the Class to the level listed in that bar.
Spells can only be cast for their sneak costs any time you could play an instant during the declare blockers step on your turn (after your opponent has decided whether to block).
If a creature spell's sneak cost was paid, the creature it becomes enters tapped and attacking the same player, planeswalker, or battle as the creature that was returned to its owner's hand to pay its sneak cost. This is a rule specific to sneak; in other cases, when a creature is put onto the battlefield attacking, that creature's controller chooses which player, planeswalker, or battle it's attacking.
Casting creature spells from your graveyard using their sneak abilities with the permission granted by Ninja Teen's first level 3 ability doesn't change when you can cast them. You'll only be able to cast them this way during the declare blockers step on your turn when you could play an instant, and you'll still have to pay the sneak cost, including returning an unblocked attacking creature you control to its owner's hand.
Gaining a level won't remove abilities that a Class had at a previous level.
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.
An ability that advances a Class to a higher level is a normal activated ability. It uses the stack and can be responded to.
If a creature card in your graveyard has multiple sneak abilities, you can cast it from your graveyard using any of those sneak abilities with the permission granted by Ninja Teen's second level 3 ability.
Each Class starts at level 1 and has the abilities in the top section of its text box. Once a Class advances to level 2 or level 3, it has all of the abilities listed in the associated section of its text box as well.