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.
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.
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.
Enchant creature
As this Aura enters, choose a color.
Enchanted creature has protection from the chosen color. This effect doesn't remove this Aura.
: Return this Aura to its owner's hand.
Flying
When this creature enters, creatures you control gain flying and get +X/+X until end of turn, where X is the number of creatures you control.
"Conflict guided our lives and placed blades in our hands. Even after death, we know nothing else."
When this artifact enters, create a 1/1 white Spirit creature token with flying.
Whenever you create one or more creature tokens, put a story counter on this artifact.
, , Remove a story counter from this artifact: Draw a card.
Each creature deals damage to itself equal to its power.
The Dragonsguard ensures peace across Arcavios. Where peace is not possible, they ensure justice.
Target player draws X cards plus an additional card for each time they've cast a commander from the command zone this game.
"There's so much to learn. Sometimes I wish there were more of me."
Flash
Flying
Whenever an opponent draws their second card each turn, you draw a card.
: Each player draws a card.
Omenpaths bring new students and new tactics to the field.
Skulk (This creature can't be blocked by creatures with greater power.)
This creature enters with X +1/+1 counters on it.
At the beginning of your upkeep, if this creature has one or more +1/+1 counters on it, you may remove a +1/+1 counter from it. If you do, draw a card.
Draw X cards, then discard a card.
"Anyone who says a textbook can't end on a cliffhanger has never read volume one of Finite Lattice Representation!"
Enchant creature
Enchanted creature has flying and "Sacrifice a creature: This creature gets +2/+1 until end of turn."
When this Aura is put into a graveyard from the battlefield, return it to its owner's hand.
"Victory is nonnegotiable."
At the beginning of each upkeep, if you control no Snakes, create a 1/1 black Snake creature token with deathtouch.
"Keep them in terrariums? No way! Snakes are meant to roam free, my friend."
Enchant creature
Enchanted creature gets -1/-1.
When enchanted creature dies, return this card from your graveyard to the battlefield.
"Behind every poised smile lies a seed of insecurity. Identify it, and you can exploit it."
—Embrose, dean of shadow
As an additional cost to cast this spell, pay X life.
All creatures get -X/-X until end of turn.
"You must decide what you're willing to give to your spell craft: mana, pest essence, even your own life force. Everything is fair game for a resourceful mage."
—Willowdusk