Secrets of Strixhaven Commander

SOC · 426 cards · Released

Chain Reaction
Sorcery

Chain Reaction deals X damage to each creature, where X is the number of creatures on the battlefield.

"STAY ON THE STAGE!"

—Notices posted during Summitfest

Determined Iteration
Enchantment

At the beginning of combat on your turn, populate. The token created this way gains haste. Sacrifice it at the beginning of the next end step. (To populate, create a token that's a copy of a creature token you control.)

"Have I finally done it? Have I finally freed myself from failure?"

Harmonic Prodigy
Creature — Human Wizard

Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)

If a triggered ability of a Shaman or another Wizard you control triggers, that ability triggers an additional time.

"Why would I deprive the crowd of an encore?"

1/3
Benevolent Hydra
Creature — Hydra

This creature enters with X +1/+1 counters on it.

If one or more +1/+1 counters would be put on another creature you control, that many plus one +1/+1 counters are put on it instead.

, Remove a +1/+1 counter from this creature: Put a +1/+1 counter on another target creature you control.

1/1
Tendershoot Dryad
Creature — Dryad

Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)

At the beginning of each upkeep, create a 1/1 green Saproling creature token.

Saprolings you control get +2/+2 as long as you have the city's blessing.

2/2
Unbound Flourishing
Enchantment

Whenever you cast a permanent spell with a mana cost that contains , double the value of X.

Whenever you cast an instant or sorcery spell or activate an ability, if that spell's mana cost or that ability's activation cost contains , copy that spell or ability. You may choose new targets for the copy.

Arcane Signet
Artifact

: Add one mana of any color in your commander's color identity.

Each Strixhaven graduate receives a class ring bearing the university's motto: "Through study, know the world; through magic, know yourself."

Sol Ring
Artifact

: Add .

"What drives the star arches to appear, and what causes them to sometimes disappear? I doubt even the Dawning Archaic knows."

—Jadzi, Oracle of Arcavios

Command Tower
Land

: Add one mana of any color in your commander's color identity.

Knowledge is wasted if not shared.

Fabled Passage
Land

, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.

The first sight most students see are the Torches of Enlightenment, welcoming them to the beginning of their great adventure.

Eldrazi Conscription
Kindred Enchantment — Eldrazi Aura

Enchant creature

Enchanted creature gets +10/+10 and has trample and annihilator 2. (Whenever it attacks, defending player sacrifices two permanents of their choice.)

The barest taste of Eldrazi power shatters both realms and identities.

Ajani's Chosen
Creature — Cat Soldier

Whenever an enchantment you control enters, create a 2/2 white Cat creature token. If that enchantment is an Aura, you may attach it to the token.

"United, our roar will level mountains."

3/3
Angel of Indemnity
Creature — Angel Warrior

Flying, lifelink

When this creature enters, return target permanent card with mana value 4 or less from your graveyard to the battlefield.

Encore (, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)

5/5
Angelic Destiny
Enchantment — Aura

Enchant creature

Enchanted creature gets +4/+4, has flying and first strike, and is an Angel in addition to its other types.

When enchanted creature dies, return this card to its owner's hand.

Ao, the Dawn Sky
Legendary Creature — Dragon Spirit

Flying, vigilance

When Ao dies, choose one —

• Look at the top seven cards of your library. Put any number of nonland permanent cards with total mana value 4 or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.

• Put two +1/+1 counters on each permanent you control that's a creature or Vehicle.

5/4
Archaeomancer's Map
Artifact

When this artifact enters, search your library for up to two basic Plains cards, reveal them, put them into your hand, then shuffle.

Whenever a land an opponent controls enters, if that player controls more lands than you, you may put a land card from your hand onto the battlefield.

Archon of Sun's Grace
Creature — Archon

Flying

Lifelink (Damage dealt by this creature also causes you to gain that much life.)

Pegasus creatures you control have lifelink.

Constellation — Whenever an enchantment you control enters, create a 2/2 white Pegasus creature token with flying.

3/4
Armored Skyhunter
Creature — Cat Knight

Flying

Whenever this creature attacks, look at the top six cards of your library. You may put an Aura or Equipment card from among them onto the battlefield. If an Equipment is put onto the battlefield this way, you may attach it to a creature you control. Put the rest of those cards on the bottom of your library in a random order.

3/3
Chains of Custody
Enchantment — Aura

Enchant creature you control

When this Aura enters, exile target nonland permanent an opponent controls until this Aura leaves the battlefield.

Enchanted creature has ward . (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)

Claim Jumper
Creature — Rabbit Mercenary

Vigilance

When this creature enters, if an opponent controls more lands than you, you may search your library for a Plains card and put it onto the battlefield tapped. Then if an opponent controls more lands than you, repeat this process once. If you search your library this way, shuffle.

3/3
Combat Calligrapher
Creature — Bird Cleric

Flying

Inklings can't attack you or planeswalkers you control.

Whenever a player attacks one of your opponents, that attacking player creates a tapped 2/1 white and black Inkling creature token with flying that's attacking that opponent.

3/3
Darksteel Mutation
Enchantment — Aura

Enchant creature

Enchanted creature is an Insect artifact creature with base power and toughness 0/1 and has indestructible, and it loses all other abilities, card types, and creature types.

Infinitely powerless.

Drumbellower
Creature — Spirit

Flying

Untap all creatures you control during each other player's untap step.

By the second night after the kami had drifted into town, the local general store was completely sold out of earplugs.

2/1
Eidolon of Countless Battles
Enchantment Creature — Spirit

Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached.)

This creature and enchanted creature each get +1/+1 for each creature you control and +1/+1 for each Aura you control.

0/0
Firemane Commando
Creature — Angel Soldier

Flying

Whenever you attack with two or more creatures, draw a card.

Whenever another player attacks with two or more creatures, they draw a card if none of those creatures attacked you.

4/3
Ghostly Prison
Enchantment

Creatures can't attack you unless their controller pays for each creature they control that's attacking you.

"May the memory of our fallen heroes ensnare the violent hearts of lesser men."

—Great Threshold of Monserkat inscription

Gift of Immortality
Enchantment — Aura

Enchant creature

When enchanted creature dies, return that card to the battlefield under its owner's control. Return this card to the battlefield attached to that creature at the beginning of the next end step.

Guardian of Faith
Creature — Spirit Knight

Flash

Vigilance

When this creature enters, any number of other target creatures you control phase out. (Treat them and anything attached to them as though they don't exist until their controller's next turn.)

3/2
Guardian Scalelord
Creature — Dragon

Backup 1 (When this creature enters, put a +1/+1 counter on target creature. If that's another creature, it gains the following abilities until end of turn.)

Flying

Whenever this creature attacks, return target nonland permanent card with mana value X or less from your graveyard to the battlefield, where X is this creature's power.

3/4
Kami of Ancient Law
Creature — Spirit

Sacrifice this creature: Destroy target enchantment.

"Duty and law are the foundation on which civilization stands. They must not fall, for when they do, they take everything with them."

—Lord Konda

2/2
Karmic Guide
Creature — Angel Spirit

Flying, protection from black

Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

When this creature enters, return target creature card from your graveyard to the battlefield.

2/2
Kor Spiritdancer
Creature — Kor Wizard

This creature gets +2/+2 for each Aura attached to it.

Whenever you cast an Aura spell, you may draw a card.

She reaches beyond the physical realm, touching the ideals from which all creatures draw their power.

0/2
Land Tax
Enchantment

At the beginning of your upkeep, if an opponent controls more lands than you, you may search your library for up to three basic land cards, reveal them, put them into your hand, then shuffle.

Mangara, the Diplomat
Legendary Creature — Human Cleric

Lifelink

Whenever an opponent attacks with creatures, if two or more of those creatures are attacking you and/or planeswalkers you control, draw a card.

Whenever an opponent casts their second spell each turn, draw a card.

2/4
Martial Impetus
Enchantment — Aura

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, each other creature that's attacking one of your opponents gets +1/+1 until end of turn.

Monologue Tax
Enchantment

Whenever an opponent casts their second spell each turn, you create a Treasure token.

"Your unsolicited words enrich us all. Please, continue."

—Yold, professor of cryptorelicology

Nils, Discipline Enforcer
Legendary Creature — Human Cleric

At the beginning of your end step, for each player, put a +1/+1 counter on up to one target creature that player controls.

Each creature with one or more counters on it can't attack you or planeswalkers you control unless its controller pays , where X is the number of counters on that creature.

2/2
Path to Exile
Instant

Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.

Pearl-Ear, Imperial Advisor
Legendary Creature — Fox Advisor

Lifelink

Enchantment spells you cast have affinity for Auras. (They cost less to cast for each Aura you control.)

Whenever you cast an Aura spell that targets a modified permanent you control, draw a card. (Equipment, Auras you control, and counters are modifications.)

3/4
Promise of Loyalty
Sorcery

Each player puts a vow counter on a creature they control and sacrifices the rest. Each of those creatures can't attack you or planeswalkers you control for as long as it has a vow counter on it.

"It's us against the world. Forever."

Raffine's Guidance
Enchantment — Aura

Enchant creature

Enchanted creature gets +1/+1.

You may cast this card from your graveyard by paying rather than paying its mana cost.

Redemption Arc
Enchantment — Aura

Enchant creature

Enchanted creature has indestructible and is goaded. (It attacks each combat if able and attacks a player other than you if able.)

: Exile enchanted creature.

Crime doesn't pay nearly as well as the Agency.

Remorseful Cleric
Creature — Spirit Cleric

Flying

Sacrifice this creature: Exile target player's graveyard.

A lifetime of keeping up appearances is not enough to earn an eternity of rest.

2/1
Sage's Reverie
Enchantment — Aura

Enchant creature

When this Aura enters, draw a card for each Aura you control that's attached to a creature.

Enchanted creature gets +1/+1 for each Aura you control that's attached to a creature.

Secret Rendezvous
Sorcery

You and target opponent each draw three cards.

Strixhaven's five colleges encourage rivalries among the students, but some bonds transcend all barriers.

Selfless Spirit
Creature — Spirit Cleric

Flying

Sacrifice this creature: Creatures you control gain indestructible until end of turn.

"There is always more to give."

2/1
Sentinel's Eyes
Enchantment — Aura

Enchant creature

Enchanted creature gets +1/+1 and has vigilance.

Escape, Exile two other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)

Serra Paragon
Creature — Angel

Flying

Once during each of your turns, you may play a land from your graveyard or cast a permanent spell with mana value 3 or less from your graveyard. If you do, it gains "When this permanent is put into a graveyard from the battlefield, exile it and you gain 2 life."

3/4
Sevinne's Reclamation
Sorcery

Return target permanent card with mana value 3 or less from your graveyard to the battlefield. If this spell was cast from a graveyard, you may copy this spell and may choose a new target for the copy.

Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Sheltered by Ghosts
Enchantment — Aura

Enchant creature you control

When this Aura enters, exile target nonland permanent an opponent controls until this Aura leaves the battlefield.

Enchanted creature gets +1/+0 and has lifelink and ward .

Shielded by Faith
Enchantment — Aura

Enchant creature

Enchanted creature has indestructible.

Whenever a creature enters, you may attach this Aura to that creature.

Skyclave Apparition
Creature — Kor Spirit

When this creature enters, exile up to one target nonland, nontoken permanent you don't control with mana value 4 or less.

When this creature leaves the battlefield, the exiled card's owner creates an X/X blue Illusion creature token, where X is the mana value of the exiled card.

2/2
Songbirds' Blessing
Enchantment — Aura

Enchant creature

Whenever enchanted creature attacks, reveal cards from the top of your library until you reveal an Aura card. You may put that card onto the battlefield. If you don't, put it into your hand. Put the rest on the bottom of your library in a random order.

Spirit Mantle
Enchantment — Aura

Enchant creature

Enchanted creature gets +1/+1 and has protection from creatures.

The shield of unimpeachable purity is as strong as any wrought on the anvil.

Sram, Senior Edificer
Legendary Creature — Dwarf Advisor

Whenever you cast an Aura, Equipment, or Vehicle spell, draw a card.

"As this conflict grows, it gets harder to prevent the city from breaking down. How much longer can we keep this machinery balanced?"

2/2
Starfield Mystic
Creature — Human Cleric

Enchantment spells you cast cost less to cast.

Whenever an enchantment you control is put into a graveyard from the battlefield, put a +1/+1 counter on this creature.

"The realm of the gods opens before me!"

2/2
Sun Titan
Creature — Giant

Vigilance

Whenever this creature enters or attacks, you may return target permanent card with mana value 3 or less from your graveyard to the battlefield.

A blazing sun that never sets.

6/6
Swords to Plowshares
Instant

Exile target creature. Its controller gains life equal to its power.

"The arc of my blade has carved a path of light for the peace that will follow."

Teshar, Ancestor's Apostle
Legendary Creature — Bird Cleric

Flying

Whenever you cast a historic spell, return target creature card with mana value 3 or less from your graveyard to the battlefield. (Artifacts, legendaries, and Sagas are historic.)

"The Ancestor saved us for a purpose."

2/2
Tocasia's Welcome
Enchantment

Whenever one or more creatures you control with mana value 3 or less enter, draw a card. This ability triggers only once each turn.

"Your father was a dear friend to whom I owe much. He wanted me to look after you, to care for you should something happen to him."