As an additional cost to cast this spell, pay X life.
Destroy all artifacts and creatures with mana value X or less.
So intense was their hatred they didn't realize how lonely they'd become. In the end, all they had was each other, and they hated that, too.
Create two 3/3 blue and red Elemental creature tokens with flying.
, Discard this card: Look at the top two cards of your library. Put one of them into your hand and the other into your graveyard.
Choreography powers the spell, but improvisation shapes it.
This spell costs less to cast if one or more cards left your graveyard this turn.
Wilt in the Heat deals 5 damage to target creature. If that creature would die this turn, exile it instead.
"'It'll be fun,' they said. 'The Fields are full of dead things,' they said."
Choose one —
• You may sacrifice a permanent. If you do, draw two cards.
• You gain 5 life.
• Destroy target nonland permanent with mana value 2 or less.
Affinity for creatures (This spell costs less to cast for each creature you control.)
Flying, deathtouch
Instant and sorcery spells you cast have affinity for creatures.
Once during each of your turns, you may cast an instant or sorcery spell from your hand without paying its mana cost.
"Leave everything on the stage and give them a performance they'll never forget."
When this creature enters, choose up to one —
• Target creature becomes prepared. (Only creatures with prepare spells can become prepared.)
• Target creature becomes unprepared.
"Due dates are firm, and will be enforced."
Whenever you cast an instant or sorcery spell, put a page counter on this artifact.
, : Draw a card. This ability costs less to activate for each page counter on this artifact.
"We make art. Art makes us."
—Galazeth Prismari
Whenever you cast a multicolored spell, put a +1/+1 counter on this creature.
Incapable of choosing a favorite and invulnerable to the influence of magic, it is an ideal and obnoxiously accurate referee.
: Add .
Grandeur — Discard another card named Page, Loose Leaf: Reveal cards from the top of your library until you reveal an instant or sorcery card. Put that card into your hand and the rest on the bottom of your library in a random order.
: Add one mana of any color.
: You gain 2 life. Activate only if you've cast an instant or sorcery spell this turn.
The shops of Ribtruss Town sell anything that can be gathered within Titan's Grave. Just don't ask where they acquired their goods.
Flying
When this Vehicle enters, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle.
Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
This land enters tapped unless you control two or more other lands.
: Add or .
"Life is defined by change. When I shucked my flesh to combat the Phyrexian infection, it was not loss to me, merely a new state of being."
—Moseo, dean of the vein
This land enters tapped unless you control two or more other lands.
: Add or .
"Nature is chaos governed by principle. In analyzing these patterns, I hope to protect Strixhaven's future from any more tragedy."
—Adrix, dean of theory
This land enters tapped.
: Add or .
, : Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
The terrible Blood Age lives on in the unending battle between thousands of spirits trapped in their final moments.
This land enters tapped.
: Add or .
, : Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
A sprawling edifice dedicated to promoting and protecting the fragile peace that holds Arcavios together.
: Add .
, Pay 1 life: Add one mana of any color. Spend this mana only to cast an instant or sorcery spell.
: If this land isn't a creature, it becomes a 2/4 Wizard creature with "Whenever you cast an instant or sorcery spell, this creature gets +1/+0 until end of turn." It's still a land.
This land enters tapped.
: Add or .
, : Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
A vast expanse that alters the rules of nature, offering a glimpse into the very structure of reality.
When this land enters, choose a land card name.
Activated abilities of sources with the chosen name can't be activated unless they're mana abilities.
Lands with the chosen name have ": Add ."
: Add .
This land enters tapped unless you control two or more other lands.
: Add or .
"The most cordial words are often the ones intended to deceive. It's only of late that I've realized how much strength honesty requires."
—Embrose, dean of shadow
: Add .
, : Target creature becomes prepared. (Only creatures with prepare spells can become prepared.)
"Do you have all your books? And your stylus? And your extra uniform? And your lucky scarf?"
—Overheard at Hookiver Station
This land enters tapped.
: Add or .
, : Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Shaped by both its own wild nature and the magic of visiting artists, the Muse and the surrounding landscape are a wonder to behold.
This land enters tapped unless you control two or more other lands.
: Add or .
"Careful ideation crashes together with wild creativity. Though I am grateful to be made dean, I've found it difficult to represent just the one side."
—Veyran, dean of perfection
This land enters tapped unless you control two or more other lands.
: Add or .
"Study of the past is preparation for the future. My fail-safe spell, activated upon my death, was precaution born from tales of the careless."
—Augusta, dean of order
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Some say this snarl—the most turbulent, changeable location in all of Arcavios—is the birthplace of the five elder dragons. There are also whispers it's where they are destined to die.
This land enters tapped.
: Add or .
, : Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
From the scattered skeleton of an ancient death grow the secrets of healing and prolonging life—or quietly ending it.
(: Add .)
(: Add .)
(: Add .)
(: Add .)
(: Add .)
(: Add .)
(: Add .)
(: Add .)
(: Add .)
(: Add .)
(: Add .)
(: Add .)
(: Add .)
(: Add .)
(: Add .)
[+1]: Surveil 2.
[−1]: Any number of target players each discard a card.
[−2]: Return target creature card with mana value 3 or less from your graveyard to the battlefield.
[−7]: Flip five coins. Target opponent skips their next X turns, where X is the number of coins that came up heads.
[+2]: You gain 3 life.
[0]: You draw a card and lose 1 life.
[−3]: Destroy target creature.
[−6]: You get an emblem with "Whenever you gain life, target opponent loses that much life."
Flying, haste
Each instant and sorcery card in your hand has miracle . (You may cast a card for its miracle cost when you draw it if it's the first card you drew this turn.)
At the beginning of each opponent's upkeep, you may discard a card. If you do, draw a card.
Flying
Ward—Pay 5 life.
Instant and sorcery spells you cast have storm. (Whenever you cast an instant or sorcery spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
Flying, trample
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Instant and sorcery spells you cast from your hand have cascade.
Flying, vigilance
Each instant and sorcery spell you cast has casualty 1. (As you cast that spell, you may sacrifice a creature with power 1 or greater. When you do, copy the spell and you may choose new targets for the copy.)
Affinity for creatures (This spell costs less to cast for each creature you control.)
Flying, deathtouch
Instant and sorcery spells you cast have affinity for creatures.
This spell costs less to cast for each instant and sorcery card in your graveyard.
Reach
Whenever The Dawning Archaic attacks, you may cast target instant or sorcery card from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead.
Return target nonland permanent card from your graveyard to the battlefield.
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Target player creates a token that's a copy of target creature you control.
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Target player draws two cards and loses 2 life.
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Trample
Ward—Discard a card.
Infusion — At the beginning of your end step, sacrifice a permanent unless you gained life this turn.
Exile cards from the top of your library until you exile cards with total mana value 4 or greater. You may cast any number of spells from among them without paying their mana costs.
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Trample, reach
Converge — This creature enters with a +1/+1 counter on it for each color of mana spent to cast it.
Whenever you cast an instant or sorcery spell, creatures you control get +1/+0 until end of turn for each color of mana spent to cast that spell.
Put two +1/+1 counters on each creature you control.
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Trample, reach
Converge — This creature enters with a +1/+1 counter on it for each color of mana spent to cast it.
Whenever you cast a creature spell, that creature enters with X additional +1/+1 counters on it, where X is the number of colors of mana spent to cast it.
Whenever you gain life, put a +1/+1 counter on each Pest, Bat, Insect, Snake, and Spider you control.
Ward , haste
Opus — Whenever you cast an instant or sorcery spell, this creature gets +1/+1 until end of turn. If five or more mana was spent to cast that spell, create a token that's a copy of this creature.
Whenever you cast a spell with in its mana cost, look at the top X cards of your library. Put one of them into your hand and the rest on the bottom of your library in a random order.