Whenever you sacrifice a creature, draw a card. This ability triggers only once each turn.
, , Sacrifice another creature: You gain X life and put X +1/+1 counters on target creature you control, where X is the sacrificed creature's power.
Flying, haste
Whenever Excava attacks, return up to one target artifact, creature, or non-Aura enchantment card with mana value 3 or less from your graveyard to the battlefield with a finality counter on it. It's a 1/1 Spirit creature with flying in addition to its other types. (If a creature with a finality counter on it would die, exile it instead.)
Lifelink
Whenever another creature you control dies, put a +1/+1 counter on Gorma.
Nontoken creatures you control enter with an additional +1/+1 counter on them for each creature that died under your control this turn.
Whenever an enchantment you control enters, tap up to one target creature and goad it. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
Whenever one or more creatures that are enchanted by an Aura you control attack, draw a card.
Whenever you cast an instant or sorcery spell, Muddle becomes a copy of up to one target nonlegendary creature you control until end of turn, except it has myriad. (Whenever it attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
Trample
Primo enters with twice X +1/+1 counters on it.
Whenever one or more creatures you control with base power 0 deal combat damage to a player, create a 0/0 green and blue Fractal creature token. Put a number of +1/+1 counters on it equal to the damage dealt.
Whenever one or more cards leave your graveyard, create a 3/2 red and white Spirit creature token.
[+1]: You may discard a card. If you do, draw two cards, then mill a card.
[−4]: Spirits you control gain double strike and vigilance until end of turn.
Quintorius, History Chaser can be your commander.
At the beginning of combat on your turn, if you've cast an instant or sorcery spell this turn, create an X/X blue and red Elemental creature token with flying and haste, where X is the greatest mana value among instant and sorcery spells you've cast this turn.
"The great thrill of perfection is that we'll always be chasing it."
Flying, deathtouch
Whenever Scriv enters or attacks, create a white Aura enchantment token named Contract attached to target creature an opponent controls. The token has enchant creature and "Whenever enchanted creature attacks, it gets +2/+0 until end of turn if it's attacking one of your opponents. Otherwise, its controller loses 2 life."
The first spell you cast with in its mana cost each turn costs less to cast for each +1/+1 counter on Zimone.
Whenever you cast your first spell with in its mana cost each turn, put two +1/+1 counters on Zimone.
"The best answers leave you with more questions."
Flying, vigilance
Whenever Augusta attacks, each player exiles a card from their graveyard. When one or more nonland cards are exiled this way, put that many +1/+1 counters on target attacking creature.
"I won't leave my students without a guide."
Destroy all creatures. Then create a 3/2 red and white Spirit creature token for each nontoken creature you controlled that was destroyed this way.
"War begets war. We may hope for peace, but it is only ever a brief interlude between bloody ages."
—Plargg, dean of chaos
Vigilance
Whenever you attack with two or more creatures, this creature becomes prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)
Return all enchantment cards from your graveyard to the battlefield.
At the beginning of your upkeep, create a 2/1 white and black Inkling creature token with flying. When you do, return up to one target Aura or Equipment card from your graveyard to the battlefield attached to that token.
"If they will not listen to reason, drown them in nonsense."
—Embrose, dean of shadow
Flying
When this creature enters, exile the top eight cards of your library. You may cast an Aura spell from among them without paying its mana cost. Then put the rest on the bottom of your library in a random order.
Whenever this creature attacks, it gets +X/+X until end of turn, where X is the number of Auras you control.
Flying
Spirits you control get +1/+1 for each time you've cast your commander from the command zone this game.
Whenever a Spirit you control enters, you may pay . If you do, return this card from your graveyard to the battlefield.
Exile the top four cards of your library in a face-down pile, then exile the top four cards of your library in a face-up pile. An opponent chooses one of those piles. Put that pile into your graveyard. Look at the cards in the other pile. You may cast a spell from among them without paying its mana cost. Put the rest into your hand.
Instant and sorcery spells you cast cost less to cast.
Whenever you cast an instant or sorcery spell with mana value 5 or greater from your hand, this creature becomes prepared.
Target player draws X cards.
Proliferate X times. (To proliferate, choose any number of permanents and/or players, then give each another counter of each kind already there.)
"When you find an equation that works, all that's left is finding its many applications."
—Zimone
Whenever this creature deals combat damage to a player, draw a card.
Whenever you cast an instant or sorcery spell with mana value 5 or greater, create a token that's a copy of this creature.
: Creatures named Leitmotif Composer can't be blocked this turn.
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Move all counters from target nonland permanent you control onto another target nonland permanent you control.
• Remove all counters from target nonland permanent you control. Draw a card for each counter removed this way.
Flying, vigilance
Whenever you cast your first spell with in its mana cost each turn, you may copy it. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.)
"I come up here to practice. You can see the entire Garden twisting reality. It's inspiring."
Flash
Replicate (When you cast this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies. Copies become tokens.)
Enchant creature
When enchanted creature dies, return it to the battlefield under your control.
Enchant creature
Enchanted creature gets +1/+1 and is goaded. (It attacks each combat if able and attacks a player other than you if able.)
Whenever enchanted creature attacks, you draw a card and lose 1 life.
Menace
Whenever a creature you control deals combat damage to a player, you gain 1 life.
At the beginning of your end step, each opponent loses X life, where X is the amount of life you gained this turn.
(Gain the next level as a sorcery to add its ability.)
When this Class enters, create a 2/1 white and black Inkling creature token with flying.
: Level 2
Whenever you lose life for the first time each turn, put a +1/+1 counter on target creature you control.
: Level 3
At the beginning of each end step, if a modified creature died under your control this turn, create a 2/1 white and black Inkling creature token with flying. (Equipment, Auras you control, and counters are modifications.)
Menace
When this creature enters, each player sacrifices a creature of their choice.
Whenever a player sacrifices a permanent, put a +1/+1 counter on this creature.
Ulna Alley is a maze of market stalls where anything can be purchased for the right price.
Gravestorm (When you cast this spell, copy it for each permanent put into a graveyard from the battlefield this turn.)
Target player draws a card and loses 1 life.
The hunters came for the mushrooms. The trudges came for the mushroom hunters.
Whenever you attack, target creature gains deathtouch until end of turn. Whenever that creature deals combat damage to a player this combat, this creature becomes prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)
Each opponent loses X life. You gain life equal to the life lost this way.
(Gain the next level as a sorcery to add its ability.)
At the beginning of your first main phase, mill a card, then exile a card from your graveyard at random. You may play the exiled card this turn.
: Level 2
Whenever one or more cards leave your graveyard, this Class deals 2 damage to each opponent.
: Level 3
Spells you cast from anywhere other than your hand cost less to cast.
Council's dilemma — Starting with you, each player votes for past or present. You mill a card for each past vote, then Fateful Tempest deals damage to each opponent equal to the total mana value of cards milled this way. Exile the top card of your library for each present vote. Until the end of your next turn, you may play the exiled cards.
This spell costs less to cast for each instant and sorcery card in your graveyard.
For each opponent, create two 3/3 blue and red Elemental creature tokens with flying that attack that opponent this turn if able. They gain haste until end of turn.
Seek inspiration at your own risk.
At the beginning of your upkeep, if a player has one or fewer cards in hand, this creature becomes prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)
Each player discards their hand, then draws seven cards.
Whenever you cast an instant or sorcery spell, create a 1/1 blue and red Elemental creature token. If that spell's mana value is 5 or greater, create three of those tokens instead.
He'd practiced his scales specifically for this moment.
First strike
At the beginning of each end step, if a card left your graveyard this turn, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Students working in the field for the first time learn the benefits of small, agile spirit statues over large, strong ones.
Trample
Whenever you cast an instant or sorcery spell, this creature gets +X/+0 until end of turn, where X is that spell's mana value.
Whenever this creature attacks, exile up to one target instant or sorcery card from your graveyard and copy it. You may cast the copy without paying its mana cost.
Whenever one or more cards leave your graveyard, put a +1/+1 counter on this creature, then you may have this creature become a copy of an artifact or creature card from among those cards until end of turn.
"We've all been broken and had to put ourselves back together with the pieces that were left."
—Kequia Akosa
Attacking Pests you control get +1/+0 and have deathtouch.
: Exile target card from a graveyard. If a creature card is exiled this way, create a 1/1 black and green Pest creature token with "When this token dies, you gain 1 life."
Once they were given a taste of bone they wouldn't touch anything else.
This creature enters with X +1/+1 counters on it.
When this creature enters, destroy up to one target artifact or enchantment with mana value X or less. If X is 5 or more, you draw a card. If X is 10 or more, double the number of +1/+1 counters on any number of other target creatures.
This enchantment enters with X study counters on it.
When this enchantment enters and whenever you cast your first spell with in its mana cost each turn, create a 0/0 green and blue Fractal creature token. Put a number of +1/+1 counters on it equal to the number of study counters on this enchantment.
Creatures you control with counters on them have trample.
Whenever you cast your first spell with in its mana cost each turn, put X +1/+1 counters on Nev.
"Adrix and I have always debated for the betterment of our students. That won't change now we're both deans."
At the beginning of each upkeep, if you don't control a Pest creature token, create a 1/1 black and green Pest creature token with "When this token dies, you gain 1 life."
If you would gain life, you gain that much life plus 1 instead.
"The bites and scratches are worth it."
Devour 1 (As this creature enters, you may sacrifice any number of creatures. This creature enters with that many +1/+1 counters on it.)
At the beginning of your end step, create a number of 1/1 black and green Pest creature tokens equal to the number of +1/+1 counters on this creature. They have "When this token dies, you gain 1 life."
At the beginning of your end step, put a +1/+1 counter on target creature you control. Then if that creature has power 7 or greater, this creature becomes prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)
Until end of turn, any time you could activate a mana ability, you may pay 1 life. If you do, add .
Deathtouch
Whenever an opponent draws their second card each turn, this creature becomes prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)
Draw two cards. Each player loses 2 life.
Trample
At the beginning of each end step, if you gained life this turn, this creature becomes prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)
For each opponent, you create a 1/1 black and green Pest creature token with "When this token dies, you gain 1 life."
As an additional cost to cast this spell, sacrifice X creatures.
Destroy X target nonland permanents.
To control a spell, you must first strip it of its flesh and bones.
Flying
When this creature enters and whenever one or more creature tokens you control deal combat damage to a player, this creature becomes prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)
Create a token that's a copy of target creature you control. That token gains haste until end of turn.
First strike
At the beginning of your upkeep, if there are three or more artifact and/or creature cards in your graveyard, this creature becomes prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)
Exile target artifact or creature card from your graveyard. Create a token that's a copy of it.
Reach
Whenever one or more creatures you control deal combat damage to a player, this creature becomes prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)
Put a +1/+1 counter on each of up to X target creatures. Those creatures gain flying until end of turn. Draw a card.
: Add . When you next cast a spell with in its mana cost this turn, you draw a card and gain half X life, rounded down.
Styluses are tools used by students to channel their magic. For young Quandrix mages, they can help navigate difficult calculations and focus perspective.
(: Add or .)
This land enters tapped.
Cycling (, Discard this card: Draw a card.)
Hidden across Arcavios are great sculptures chiseled by the claws of Galazeth Prismari himself.
(: Add or .)
This land enters tapped unless you control two or more basic lands.
The Arch Obscura never appears for the same eyes twice. Those who bear witness either find peace in their own insignificance or dread in the unnatural twilight.
(: Add or .)
This land enters tapped unless you control two or more basic lands.
The mana currents around Spectacle Summit are so thoroughly infused with Prismari patterns that a simple drumbeat is enough to make them whirl in response.
(: Add or .)
This land enters tapped unless your opponents control eight or more lands.
"Life is beauty and cruelty. Pain and joy. It is the promise of certain death at the end of a glorious journey."
—Beledros Witherbloom
(: Add or .)
This land enters tapped unless your opponents control eight or more lands.
"Where others see melancholy, I see promise. All our kindness and cruelty make such haunting poetry."
—Shadrix Silverquill
(: Add or .)
This land enters tapped unless your opponents control eight or more lands.
"The Multiverse itself is a never-ending act of creation. Do not look inward so often that you forget how to see it."
—Galazeth Prismari
(: Add or .)
This land enters tapped unless your opponents control eight or more lands.
"Respect for the past is respect for oneself. It's an admission that we too shall pass into history."
—Velomachus Lorehold
(: Add or .)
This land enters tapped unless your opponents control eight or more lands.
"Existence is more perfect, more informative and unknowable, than the cleverest theorem ever devised."
—Tanazir Quandrix
(: Add or .)
This land enters tapped.
Cycling (, Discard this card: Draw a card.)
A neglected corner of the Adumbral Gardens, used by pages and diplomats seeking solitude for reflection and intrigue.