Search your library for a basic land card, reveal it, put it into your hand, then shuffle. You gain 2 life.
First-years quickly learn how the Vastlands earned its name.
Put two +1/+1 counters on target creature. It gains vigilance until end of turn.
"Changing the equation from incremental to exponential was a stroke of genius on my part."
Exile target nonland permanent. Its controller draws a card.
"I've never seen a student fail quite so spectacularly. There's potential in that."
—Hostram, professor of arcanochemistry
Scry 2, then draw a card.
Final grades are posted on the first day of class.
Create a 2/1 white and black Inkling creature token with flying, a 3/2 red and white Spirit creature token, and a 4/4 blue and red Elemental creature token.
"Don't just win the game. Win the crowd."
—Moriana, Mage Tower coach
Whenever an opponent casts an instant or sorcery spell, they may pay . If they don't, you may copy that spell. You may choose new targets for the copy.
"Fly the path of nine birds."
Each player looks at the top five cards of their library and may reveal a land card and/or an instant or sorcery card from among them. Each player puts the cards they revealed this way into their hand and the rest on the bottom of their library in a random order. Each player gains 3 life.
Choose one —
• Choose a nonland card name. Opponents can't cast spells with the chosen name until your next turn.
• Choose target nonland permanent. Until your next turn, it can't attack or block, and its activated abilities can't be activated.
Ancient ruins dot the world of Arcavios, most older than Strixhaven itself and many still guarded by soldiers from the Blood Age, centuries after their deaths.
Target creature you control gets +2/+2 and gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
"I've lived too long in my father's shadow. It's time to find my own light."
—Killian, Silverquill mage-student
Magecraft — Whenever you cast or copy an instant or sorcery spell, this creature gets +2/+2 until end of turn.
"You're too dim to realize it, but you've already lost."
Flying
At the beginning of combat on your turn, target creature you control gets +1/+0 and gains vigilance until end of turn.
"Before Yovus was cut down at Pranticle Peak, she performed which maneuver? Anyone? From the reading?"
Choose one —
• Creatures you control get +1/+1 until end of turn.
• Destroy target creature with power 4 or greater.
Professors scrambled to push the mage hunters back, leaving the heart of Strixhaven undefended.
Enchant nonland permanent
Enchanted permanent can't attack or block, and its activated abilities can't be activated.
: Destroy this Aura. Only your opponents may activate this ability and only as a sorcery.
You may pay rather than pay this spell's mana cost.
If the cost was paid, an opponent chooses up to two nonland permanents they control and returns them to their owner's hand.
Destroy all nonland permanents.
When this creature enters, put a +1/+1 counter on target creature.
, : Put a +1/+1 counter on each creature you control with a +1/+1 counter on it.
Magecraft — Whenever you cast or copy an instant or sorcery spell, this creature gets +1/+0 until end of turn.
Today, she learns the basics. She'll knock out advanced theory later this week.
Flying
When this creature enters, look at target opponent's hand. You may exile a nonland card from it. For as long as that card remains exiled, its owner may play it. A spell cast this way costs more to cast.
Paulo Vitor Damo da Rosa, World Champion XXVI
Exile target tapped creature.
Quintorius was a daydreamer, far happier digging through history books than practicing battle tactics. He agreed with the military academy on only one thing: he did not belong in their ranks.
Put a +1/+1 counter on target creature.
Learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.)
When honormancers work together, their compliments are complementary.
Magecraft — Whenever you cast or copy an instant or sorcery spell, creatures you control get +1/+1 until end of turn.
All who hear his inspiring words are filled with hope and pride.
Flying
: You may cast target instant or sorcery card from your graveyard this turn. If that spell doesn't target a creature you control, it costs more to cast this way. If that spell would be put into your graveyard, exile it instead. Activate only once each turn. (You still pay the spell's costs. Timing rules for the spell still apply.)
When this creature enters, you may search your library for a basic Plains card, reveal it, put it into your hand, then shuffle.
: Return this card from your graveyard to your hand.
Flying
When this creature enters, return target creature card with mana value 3 or less from your graveyard to your hand.
Gentle hands of stone whisk the careless from the crumbling ruins of Pillardrop.
When this creature enters, learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.)
"A language isn't dead until we stop learning from it."
Exile target nonland permanent. Its controller creates a 3/2 red and white Spirit creature token.
"Do not flinch from studying the horrors of the past. History's most important lessons are cloaked in terror and tragedy."
—Augusta, Lorehold dean
You and target opponent each draw three cards.
Strixhaven's five colleges encourage natural rivalries among the students, but some bonds transcend all barriers.
Exile any number of target creatures and/or planeswalkers you control. At the beginning of the next end step, return each of them to the battlefield under its owner's control. Each of them enters with an additional +1/+1 counter on it if it's a creature and an additional loyalty counter on it if it's a planeswalker.
When you cast this spell, copy it for each other instant and sorcery spell you've cast this turn. You may choose new targets for the copies.
Put a +1/+1 counter on target creature. It gains vigilance until end of turn.
When this enchantment enters, learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.)
Whenever you attack, put a +1/+1 counter on target attacking creature and untap it.
This creature enters with a +1/+1 counter on it.
When this creature dies, put its counters on target creature you control.
"When I'm done here, they'll name entire buildings after me."
Whenever one or more cards are put into exile during your turn, put a +1/+1 counter on this creature. This ability triggers only once each turn.
"Hey, my great-great-grandfather had a dog just like that!"
—Dradiel, Lorehold mage-student
Flying
, Exile a card from your graveyard: Target creature gains flying until end of turn.
The carved cliffs of Pillardrop thrum with the sounds of ancient spirits rising from the past.
Flying
Whenever a permanent entering causes a triggered ability to trigger, counter that ability unless its controller pays .
"You might believe being dead for centuries has made me more lenient. I think you'll find the opposite to be true."
Flying
Whenever a permanent entering causes a triggered ability to trigger, counter that ability unless its controller pays .
"You might believe being dead for centuries has made me more lenient. I think you'll find the opposite to be true."
Tap up to two target creatures.
Learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.)
"You've been cramming all night. You're taking a nap whether you like it or not."
Vigilance
Whenever this creature attacks, it gains flying until end of turn if you control a creature with flying. The same is true for first strike, double strike, deathtouch, indestructible, lifelink, menace, and trample.
Target creature gets -4/-0 until end of turn.
Learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.)
The class learned little that day.
Magecraft — Whenever you cast or copy an instant or sorcery spell, draw a card.
Some emeritus professors return from their wanderings periodically to share tales of the mystical wonders of Arcavios.
Flash (You may cast this spell any time you could cast an instant.)
When this creature enters, target creature an opponent controls gets -1/-0 until end of turn.
Students who seek river herbs in Doradur quickly find themselves slightly damp and thoroughly surrounded.
This spell costs less to cast if it targets an attacking creature.
Put target creature into its owner's library second from the top.
There are no weapons allowed in the Biblioplex, but a clever mage is never truly defenseless.
Surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Draw a card.
"Kathorran War Chants, Vol. III? That doesn't even belong in this wing!"
Return target spell or permanent with mana value 1 or greater to its owner's hand.
Learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.)
"Misery. Inadequacy. Failure. The common denominator is you."
Flying
When this creature becomes the target of a spell, sacrifice it.
When this creature dies, learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.)
Flying
When this creature enters, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
The most important skill in a Mage Tower match is keeping one's cool.
You may pay rather than pay this spell's mana cost.
If the cost was paid, you draw three cards, then an opponent creates two Treasure tokens and they scry 2. If that cost wasn't paid, you draw X cards.
: Untap another target permanent you control.
: Tap target permanent. Activate only if you control eight or more lands.
Kelpies are drawn to paradoxes, making them ideal companions for Quandrix mages.
When you cast this spell, copy it if you control a planeswalker, Cleric, Druid, Shaman, Warlock, or Wizard.
Scry 1, then draw a card.
Kasmina had encouraged the twins to apply. Strixhaven would test not only their magical potential, but also their character.
Until end of turn, target nonland permanent loses all abilities and becomes your choice of a blue Frog creature with base power and toughness 1/1 or a blue Octopus creature with base power and toughness 4/4.
"For sun's sake, I just want a crab!"
If X is 1, scry 1, then draw a card.
If X is 2, you may choose a player. They return a creature they control to its owner's hand.
If X is 3, create a 4/4 blue and red Elemental creature token.
If X is 4 or more, do all of the above.
Draw a card.
Learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.)
"Today is hydromancy? I thought it was amplimancy! I studied for amplimancy!"
Counter target creature or planeswalker spell unless its controller pays . If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
"Grux, for the last time, you have to do more than simply shout 'Apply!' at the administrators."
—Pavil, admissions officer
Exile target artifact or creature. Its controller creates a 4/4 blue and red Elemental creature token.
Critics were struck first by the elemental's surprising grace, and then by its fists.
Create a 0/0 green and blue Fractal creature token. Put X +1/+1 counters on it, where X is one plus the total number of instant and sorcery cards you own in exile and in your graveyard.
"Math bites."
—Bim, Lorehold mage-student
Tap up to two target creatures. Those creatures don't untap during their controller's next untap step.
Draw two cards, then discard a card.
"Advanced Elemental Manifestations is canceled until all students have thawed."
—Prismari dormitory notice
Search your library for an instant or sorcery card, reveal it, put it into your hand, then shuffle.
Zimone's brilliance drew attention from many, including the sinister mages known as the Oriq.
, : Draw a card, then discard a card.
One of the first lessons divination students learn is how to recognize the difference between a portent and a simple surface ripple.
Flying
Magecraft — Whenever you cast or copy an instant or sorcery spell, target creature you control has base power 2 until end of turn.
"By my calculations, I should be able to achieve true enlightenment before graduation."
If an opponent has more cards in hand than you, draw two cards. Draw three cards instead if an opponent has at least four more cards in hand than you.
Mages seek out the ancient beings known as the Archaics for their boundless knowledge of history and magic, dispensed only in cryptic metaphors.
For each opponent, gain control of up to one target creature or planeswalker that player controls with mana value 3 or less.
To exact his vengeance, Extus needed followers. His infiltrators recruited promising mage-students from the very halls he sought to destroy.
Counter target instant or sorcery spell. Search its controller's graveyard, hand, and library for any number of cards with the same name as that spell and exile them. That player shuffles, then draws a card for each card exiled from their hand this way.