Flying, trample
When Tanazir Quandrix enters, double the number of +1/+1 counters on target creature you control.
Whenever Tanazir Quandrix attacks, you may have the base power and toughness of other creatures you control become equal to Tanazir Quandrix's power and toughness until end of turn.
( can be paid with either or .)
When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
"Learning to imitate a master is the first step in becoming one."
—Uvilda, Prismari dean
As an additional cost to cast this spell, sacrifice a creature.
Create X 1/1 black and green Pest creature tokens with "When this token dies, you gain 1 life," where X is the sacrificed creature's power.
"I've got a special treat for you today."
You gain 2 life. Then you may discard two cards. If you do, draw three cards.
"This must be the lost city of Zantafar, where my people lived before becoming nomads. Think of the history we'll learn here!"
—Quintorius, Lorehold mage-student
Exile target monocolored permanent.
"Whoever summoned that thing had better confess right this moment, or the whole class will be cleaning the ink receptacles for a month!"
Flying, vigilance, haste
Whenever Velomachus Lorehold attacks, look at the top seven cards of your library. You may cast an instant or sorcery spell with mana value less than or equal to Velomachus Lorehold's power from among them without paying its mana cost. Put the rest on the bottom of your library in a random order.
Vigilance, trample
Whenever this creature deals combat damage to a player, you may return target creature card with mana value X or less from your graveyard to the battlefield, where X is the amount of damage this creature dealt to that player.
Magecraft — Whenever you cast or copy an instant or sorcery spell, each opponent loses 1 life and you gain 1 life.
"All we are—every feeling, every action—powered by a single, delicate little organ. Life is so terrifyingly, beautifully fragile."
Choose two —
• Target player mills three cards, then you return a land card from your graveyard to your hand.
• Destroy target noncreature, nonland permanent with mana value 2 or less.
• Target creature gets -3/-1 until end of turn.
• Target opponent loses 2 life and you gain 2 life.
Magecraft — Whenever you cast or copy an instant or sorcery spell, you gain 1 life.
"Death is really just a transfer of energy. Those pests I harvested have the honor of becoming pure magic. What could be more beautiful?"
, : You may put a land card from your hand onto the battlefield tapped.
, : Draw a card. If you control eight or more lands, draw two cards instead.
"What are they complaining about? It's not like axiomatic leyline paratrigonometrics is hard."
Flying
When this creature enters, put up to one target instant or sorcery card from your graveyard on top of your library.
"I appreciate the help, and honestly, it's very entertaining."
—Isabough of the Biblioplex
When this creature enters, you may search your library for a basic land card, reveal it, then shuffle and put that card on top.
"There's nowhere in Strixhaven I can't find. Where do you need to go?"
You can't cast permanent spells.
, : Add . When you next cast a spell this turn, exile cards from the top of your library until you exile an instant or sorcery card with lesser mana value. Until end of turn, you may cast that card without paying its mana cost. Put each other card exiled this way on the bottom of your library in a random order.
Reach
, : Put target card from a graveyard on the bottom of its owner's library.
"It's the largest library in the Multiverse. Of course it has the largest librarians."
—Kasmina
Defender
, : Mill a card. (Put the top card of your library into your graveyard.)
"Don't be fooled by the quiet. These old stones are trying to talk to you."
—Augusta, Lorehold dean
: Add one mana of any color.
, , Sacrifice this artifact: Draw a card.
The letter unfolded, inviting the twins to Strixhaven. Will saw a chance for arcane study. Rowan saw a chance for power.
Whenever you cast an instant or sorcery spell that targets only this creature, you may pay . If you do, copy that spell. You may choose new targets for the copy.
"We don't cut through Sedgemoor anymore. Can't get five steps without a groff trying to fight its own reflection."
Magecraft — Whenever you cast or copy an instant or sorcery spell, put a book counter on this artifact.
, Remove a book counter from this artifact: Add .
, , Remove three book counters from this artifact: Draw a card.
: Add . Put a point counter on this artifact.
Whenever a creature deals combat damage to you, remove a point counter from this artifact.
Whenever a creature you control deals combat damage to an opponent, put a point counter on this artifact. Then if it has ten or more point counters on it, remove them all and that player loses the game.
Equipped creature gets +1/+1 and has vigilance and trample.
Equip creature token
Equip
Choosing a college based on Mage Tower results is discouraged, but not unheard of.
Equipped creature has flying.
Whenever equipped creature deals combat damage to a player, draw a card, then discard a card.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
: Add .
, : Target creature with power 3 or less can't be blocked this turn.
Oriq agents stick to the dark corners of Arcavios, unseen yet ever-present.
This land enters tapped.
When this land enters, sacrifice it unless you pay .
: Add one mana of any color.
: Add .
, : Look at the top card of your library. If it's an instant or sorcery card, you may reveal it and put it into your hand. If you don't put the card into your hand, you may put it into your graveyard. Activate only if you have exactly zero or seven cards in hand.
As this land enters, you may reveal an Island or Mountain card from your hand. If you don't, this land enters tapped.
: Add or .
A smoldering storm of chilling fire.
As this land enters, you may reveal a Mountain or Plains card from your hand. If you don't, this land enters tapped.
: Add or .
A seething locus of reverent rage.
: Add .
, : Add one mana of any color.
: Put a +1/+1 counter on target creature. Activate only as a sorcery and only if you've cast an instant or sorcery spell this turn.
This land enters tapped.
: Add or .
, : Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Mage-students obsessed with the secrets of the past choose Lorehold, the college of archaeomancy.
As this land enters, you may reveal a Swamp or Forest card from your hand. If you don't, this land enters tapped.
: Add or .
A hungry lair of flourishing rot.
This land enters tapped.
: Add or .
, : Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Mage-students who see spellcraft as the highest form of expression choose Prismari, the college of elemental arts.
This land enters tapped.
: Add or .
, : Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Mage-students who see the beauty in patterns and equations choose Quandrix, the college of numeromancy.
As this land enters, you may reveal a Plains or Swamp card from your hand. If you don't, this land enters tapped.
: Add or .
A flickering beacon of righteous corruption.
This land enters tapped.
: Add or .
, : Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Mage-students drawn to the power of language choose Silverquill, the college of eloquence.
As this land enters, you may reveal a Forest or Island card from your hand. If you don't, this land enters tapped.
: Add or .
A verdant paradox of primal logic.
This land enters tapped.
: Add or .
, : Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Mage-students fascinated by the energies of life and death choose Witherbloom, the college of essence studies.
Magecraft — Whenever you cast or copy an instant or sorcery spell, each opponent loses 2 life and you gain 2 life.
[+1]: You lose 1 life. Look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard.
[−3]: Each opponent sacrifices a creature with the greatest power among creatures that player controls.
[−8]: Each opponent may discard a card. If they don't, they lose 3 life. Repeat this process six more times.
Whenever an opponent attacks one or more planeswalkers you control, put a loyalty counter on each planeswalker you control.
Whenever a permanent you control becomes the target of a spell or ability an opponent controls, you may draw a card.
[+1]: You may discard a card. If you do, draw a card. If a creature card was discarded this way, draw two cards instead.
[−2]: Return target creature card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of your next upkeep.
[−7]: You get an emblem with "Whenever a creature you control enters, it deals damage equal to its power to any target."
Instant and sorcery spells you cast cost less to cast.
[+1]: Rowan deals 1 damage to each opponent. If you've drawn three or more cards this turn, she deals 3 damage to each opponent instead.
[−4]: You get an emblem with "Whenever you cast an instant or sorcery spell, you may pay . If you do, copy that spell. You may choose new targets for the copy."
Instant and sorcery spells you cast cost less to cast.
[+1]: Up to one target creature has base power and toughness 0/2 until your next turn.
[−3]: Draw two cards.
[−7]: Exile up to five target permanents. For each permanent exiled this way, its controller creates a 4/4 blue and red Elemental creature token.
Each other planeswalker you control has the loyalty abilities of Kasmina.
[+2]: Scry 1.
[−X]: Create a 0/0 green and blue Fractal creature token. Put X +1/+1 counters on it.
[−8]: Search your library for an instant or sorcery card that shares a color with this planeswalker, exile that card, then shuffle. You may cast that card without paying its mana cost.
Flying, double strike
At the beginning of combat on your turn, you may choose two. Each mode must target a different player.
• Target player creates a 2/1 white and black Inkling creature token with flying.
• Target player draws a card and loses 1 life.
• Target player puts a +1/+1 counter on each creature they control.
Flying
When Galazeth Prismari enters, create a Treasure token.
Artifacts you control have ": Add one mana of any color. Spend this mana only to cast an instant or sorcery spell."
Flying
At the beginning of each upkeep, create a 1/1 black and green Pest creature token with "When this token dies, you gain 1 life."
Pay 10 life: Untap all lands you control. Activate only once each turn.
Flying, vigilance, haste
Whenever Velomachus Lorehold attacks, look at the top seven cards of your library. You may cast an instant or sorcery spell with mana value less than or equal to Velomachus Lorehold's power from among them without paying its mana cost. Put the rest on the bottom of your library in a random order.
Flying, trample
When Tanazir Quandrix enters, double the number of +1/+1 counters on target creature you control.
Whenever Tanazir Quandrix attacks, you may have the base power and toughness of other creatures you control become equal to Tanazir Quandrix's power and toughness until end of turn.
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.
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.
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.
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.
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
Magecraft — Whenever you cast or copy an instant or sorcery spell, creatures you control get +1/+1 until end of turn.
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.)
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 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.
Flying
Whenever a permanent entering causes a triggered ability to trigger, counter that ability unless its controller pays .
Magecraft — Whenever you cast or copy an instant or sorcery spell, draw a card.
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.)
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.
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.
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.