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Innkeeper's Talent
Oracle Text
(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.
Card Details
Set
Character Background
Innkeeper's Talent is a slow-burning green value engine that pushes a tempo/value midrange plan; its name and steady incremental growth read as a tavernkeeper tending patrons, thematically reinforcing the slow, protective buff: the repeated at‑beginning‑of‑combat +1/+1 counter gives steady combat advantage, letting creatures win trades and grow into threats while the Level 2 granting ward {1} makes those growing attackers harder to target out by removal. It’s worth paying {G} early to lock in Ward, then invest {3}{G} when you’re ready to double down on deck synergies—Level 3’s “double counters” turns a single cast of a +1/+1 counter creature or a big enter-the-battlefield Hydra into a decisive swing. Build with +1/+1 counter pillars like Hardened Scales or Winding Constrictor, creatures that enter with counters (Hydra, Walking Ballista), and planeswalkers or proliferate pieces to exploit extra counters. Play it in a go-wide counters aggro or creature-focused midrange rather than control; it rewards incremental upgrades and careful timing of level-ups to maximize protection and explosive board growth.
Generated using gpt-5-mini
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Character Background
Innkeeper's Talent is a slow-burning green value engine that pushes a tempo/value midrange plan; its name and steady incremental growth read as a tavernkeeper tending patrons, thematically reinforcing the slow, protective buff: the repeated at‑beginning‑of‑combat +1/+1 counter gives steady combat advantage, letting creatures win trades and grow into threats while the Level 2 granting ward {1} makes those growing attackers harder to target out by removal. It’s worth paying {G} early to lock in Ward, then invest {3}{G} when you’re ready to double down on deck synergies—Level 3’s “double counters” turns a single cast of a +1/+1 counter creature or a big enter-the-battlefield Hydra into a decisive swing. Build with +1/+1 counter pillars like Hardened Scales or Winding Constrictor, creatures that enter with counters (Hydra, Walking Ballista), and planeswalkers or proliferate pieces to exploit extra counters. Play it in a go-wide counters aggro or creature-focused midrange rather than control; it rewards incremental upgrades and careful timing of level-ups to maximize protection and explosive board growth.
Generated using gpt-5-mini · Updated at 2026-05-16 17:40:45 UTC
