Last updated on January 20, 2026

Builder's Talent | Illustration by Ovidio Cartagena, Fisher's Talent | Illustration by Allen Douglas, Bandit's Talent | Illustration by Volkan Baga

Cowabunga, or whatever.

In case you missed it, an upsettingly large portion of March's Teenage Mutant Ninja Turtles set leaked over the weekend, with random rares from the set somehow using the new sneak mechanic to pop up in Lorwyn Eclipsed prerelease kits. It seemed like a pretty awesome PR tactic, but WotC has already stated this was not intentional, and that Craig from Printing & Distribution will no longer be working for Hasbro.

So someone somewhere clicked the wrong button on something, but the end result is that we now know 90%+ of the rares in that set two months ahead of schedule. It looks like it'll be a pretty devisive set, but a fan-favorite card type will be showing back up for fans: Welcome back class enchantments!

Class Is in Session

Artificer Class

TMNT marks the third use of class enchantments in a Standard MTG set. They debuted in Adventures in the Forgotten Realms as a swanky new vertical-framed enchantment subtype, though many of them felt admittedly underpowered, even in retail Limited. Cool designs, but not pushing boundaries. Notably, there was the one-off Artificer Class in the Commander-only Battle for Baldur's Gate.

Classes then returned in Bloomburrow, and upped the ante a little bit. Stormchaser's Talent and Artist's Talent have shown up across multiple Constructed formats, Caretaker's Talent and Innkeeper's Talent spawned their own decks, and both Builder's Talent and Hunter's Talent are S-tier Peasant Cube cards, for those who partake. Alchemist's Talent is also a powerful class associated with the Bloomburrow Commander decks.

Now we're back for round three, and classes are feeling a little more turtley this time around. There's at minimum a full cycle of rare classes, one for each of the four Italian Renaissance artists and the fifth honorary Ninja Turtle, Ninja Teen. I'm not versed in the ways of the Turtlesโ„ข but I do kind of love that one of these is just called Does Machines.

There's no real quirk to set these apart from previous cycles of classes, minus maybe their naming conventions and the fact that someone's getting dusted by a pizza in the red one, but don't count these out; they kind of all look pretty strong.

Ninja Teen is one token short of being a better Bastion of Remembrance, but adds so much more upside, sort of how Funeral Room did.

โ€œDoes Machinesโ€ is a nice way to filter through a bunch of cards, and turns into card advantage for dedicated artifact decks, while Cool but Rude gives you a massive incentive to discard and rummage cards. Quite the Gamble on level 3 though, amirite?

Leader's Talent has some real snowball potential if you curve a 1-drop creature into it, though it drops off after that until you invest quite a bit more mana into it.

Viridian Revel

And Party Dude is so close to being an upgraded Viridian Revel, held back only by giving your opponents Food tokens. It's all upside from there on multiple fronts, and I expect it to be near-staple status for Commander, though Revel is already highly underrated as-is.

So, are we jazzed to toss these cards into our decks, or are you going to do what you did in college and skip out on these classes? It's a very cool card type that's proven its worth, and some of these new ones look pretty pushed. My only hope is that classes also return in Strixhaven 2.0 as a sort of pun on university classes, though it's been pointed out to me that the joke might not work when localized for other languages. One can still hope.

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