Blacksmith's Talent is a Magic: The Gathering card, an uncommon red enchantment from Bloomburrow (BLB), an expansion set released in August 2024. It is collector number 125 in that set, with art by Vincent Christiaens. It costs {R} (one red mana) to cast, for a mana value of 1. Its colour identity is red. It is legal in Standard, Pioneer, Modern, Legacy, Vintage, Commander, Duel Commander, Oathbreaker, Brawl, Standard Brawl, Historic, Timeless, Alchemy and Gladiator. Bloomburrow is its only printing so far. The latest aggregated market price for this printing is $0.25 (normal finish, as of 2026-11-12).
Card text
(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 {2}.
{2}{R}: Level 2
At the beginning of combat on your turn, attach target Equipment you control to up to one target creature you control.
{3}{R}: Level 3
During your turn, equipped creatures you control have double strike and haste.
Market price
Latest aggregated market price for the normal finish of this printing: $0.25 (as of 2026-11-12).
The figure covers this printing only; other printings carry their own price on their own page.
Format legality
Legality of Blacksmith's Talent by format. Formats in which it is not legal are not listed.
The 8 most recent official rulings for Blacksmith's Talent, newest first.
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.
If either target of the Level 2 class ability is an illegal target as the ability resolves, the ability won't do anything. If both targets are illegal, the ability won't resolve. If the Equipment is already attached to the target creature, nothing happens.
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.
Gaining a level won't remove abilities that a Class had at a previous level.
A creature you control is equipped if there's an Equipment attached to it. You don't have to control that Equipment.
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.
Gaining a level is a normal activated ability. It uses the stack and can be responded to.
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.
Similar cards
Other enchantment cards with a red colour identity, ranked by how often they appear in Commander decks.