HubCommandersCardsDecksThemesKeywordsSetsArticles
Sign inSign up
Sign inSign up

Mythicwyrm is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards of the Coast. Portions of the materials used are property of Wizards of the Coast. © Wizards of the Coast LLC.

AboutArticlesContactTermsPrivacyAffiliate Disclosurev0.1.0

© 2026 Mythicwyrm. All rights reserved.

Innkeeper's Talent
Price$9.66 – $31.53
Buy on TCGplayer

Innkeeper's Talent

{1}{G}

Enchantment — Class

LegalRank #699

(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.

Why is this card good?

Innkeeper's Talent is one of the best counter-synergy payoffs printed in years, and it's absurdly cheap for what it does. The headline is Level 3: it's a Doubling Season-style counter doubler on a two-mana enchantment. That's a steal compared to the actual Doubling Season at {4}{G}{G}. It doubles +1/+1 counters, loyalty counters on planeswalkers, charge counters, experience counters — anything. Level 2's ward {1} also quietly protects your whole board from targeted removal, which is huge in a format full of spot removal. Decks that want it: - +1/+1 counter decks — Ghave, Hamza, Pir/Toothy, any Hardened Scales-style build. - Superfriends / planeswalker decks doubling loyalty. - Proliferate / Simic value shells generally. It's also slow-rolling: you can play it early for the free combat counter, then bank mana to level it when you have a payoff turn. Skip it only in decks with zero counter interaction — there it's just a marginal +1/+1 enabler and not worth the slot.

Related cards

Doubling SeasonG

Doubles counters placed, same payoff as level 3.

Branching EvolutionG

Doubles +1/+1 counters on creatures.

Hardened ScalesG

Adds extra +1/+1 counters, similar counter-amplification.

Conclave MentorWG

Adds counter and synergizes with +1/+1 strategies.

Kami of Whispered HopesG

Doubles counters placed on creatures, green payoff.

The OzolithC

Stores and accumulates +1/+1 counters in counter decks.

Inspiring CallG

Protects and draws off counter creatures, fits ward theme.

Cathars' CrusadeW

Generates counters each cast, strong with doublers.

Printings (4)

slpSecret Lair Promo · #45R$31.53Buy
blbBloomburrow · #180R$9.76Buy
pblbBloomburrow Promos · #180sR$18.24Buy
pblbBloomburrow Promos · #180pR$9.66Buy

Combos (8)

  • Vraska, Betrayal's Sting + Innkeeper's Talent

    → Target opponent loses the game

  • Gatta and Luzzu + Innkeeper's Talent + Walking Ballista

    → Infinite damage, Infinite +1/+1 counters on a creature

  • Vigor + Innkeeper's Talent + Walking Ballista

    → Infinite damage, Infinite +1/+1 counters on creatures you control

  • Strength of Will + Walking Ballista + Innkeeper's Talent

    → Infinite damage, Infinite +1/+1 counters on a creature

  • Resourceful Defense + Crystalline Crawler + Innkeeper's Talent

    → Infinite colored mana, Infinite +1/+1 counters on creatures you control

  • Vigor + Innkeeper's Talent + Triskelion

    → Infinite damage, Infinite +1/+1 counters on creatures you control

Rulings (9)

  • 2024-07-26

    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

    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

    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

    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

    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

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

  • 2024-07-26

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

  • 2024-07-26

    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

    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.

Discussion (0)