Strixhaven: School of Mages

Strixhaven: School of Mages contains 415 cards.
Released: 2021-04-23
Base set size: 275 cards.
Environmental Sciences

Environmental Sciences {2}

Sorcery - Lesson
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.
Expanded Anatomy

Expanded Anatomy {3}

Sorcery - Lesson
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."
Introduction to Annihilation

Introduction to Annihilation {5}

Sorcery - Lesson
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
Introduction to Prophecy

Introduction to Prophecy {3}

Sorcery - Lesson
Scry 2, then draw a card.
Final grades are posted on the first day of class.
Mascot Exhibition

Mascot Exhibition {7}

Sorcery - Lesson
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
Wandering Archaic
Explore the Vastlands

Wandering Archaic {5}

Creature - Avatar
Whenever an opponent casts an instant or sorcery spell, they may pay {2}. If they don't, you may copy that spell. You may choose new targets for the copy.
"Fly the path of nine birds."
4/4
Card has other part: Explore the Vastlands
Explore the Vastlands
Wandering Archaic

Explore the Vastlands {3}

Sorcery
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.
Card has other part: Wandering Archaic
Academic Probation

Academic Probation {1}{W}

Sorcery - Lesson
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.
Ageless Guardian

Ageless Guardian {1}{W}

Creature - Spirit Soldier
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.
1/4
Beaming Defiance

Beaming Defiance {1}{W}

Instant
Target creature you control gets +2/+2 and gains hexproof until end of turn.
"I've lived too long in my father's shadow. It's time to find my own light."
—Killian, Silverquill mage-student
Clever Lumimancer

Clever Lumimancer {W}

Creature - Human Wizard
Magecraft — Whenever you cast or copy an instant or sorcery spell, Clever Lumimancer gets +2/+2 until end of turn.
"You're too dim to realize it, but you've already lost."
0/1
Combat Professor

Combat Professor {3}{W}

Creature - Bird Cleric
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?"
2/3
Defend the Campus

Defend the Campus {3}{W}

Instant
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.
Detention Vortex

Detention Vortex {W}

Enchantment - Aura
Enchant nonland permanent
Enchanted permanent can't attack or block, and its activated abilities can't be activated.
{3}: Destroy Detention Vortex. Only your opponents may activate this ability and only as a sorcery.
Devastating Mastery

Devastating Mastery {2}{W}{W}{W}{W}

Sorcery
You may pay {2}{W}{W} rather than pay this spell's mana cost.
If the {2}{W}{W} 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.
Dueling Coach

Dueling Coach {3}{W}

Creature - Human Monk
When Dueling Coach enters the battlefield, put a +1/+1 counter on target creature.
{4}{W}, {T}: Put a +1/+1 counter on each creature you control with a +1/+1 counter on it.
2/2
Eager First-Year

Eager First-Year {1}{W}

Creature - Human Wizard
Magecraft — Whenever you cast or copy an instant or sorcery spell, Eager First-Year gets +1/+0 until end of turn.
Today, she learns the basics. She'll knock out advanced theory later this week.
2/2
Elite Spellbinder

Elite Spellbinder {2}{W}

Creature - Human Cleric
Flying
When Elite Spellbinder enters the battlefield, 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 {2} more to cast.
Paulo Vitor Damo da Rosa, World Champion XXVI
3/1
Expel

Expel {2}{W}

Instant
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.
Guiding Voice

Guiding Voice {W}

Sorcery
Put a +1/+1 counter on target creature.
Learn.
When honormancers work together, their compliments are complementary.
Leonin Lightscribe

Leonin Lightscribe {1}{W}

Creature - Cat Cleric
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.
2/2
Mavinda, Students' Advocate

Mavinda, Students' Advocate {2}{W}

Legendary Creature - Bird Advisor
Flying
{0}: 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 {8} more to cast this way. If that spell would be put into your graveyard, exile it instead. Activate only once each turn.
2/3
Pilgrim of the Ages

Pilgrim of the Ages {2}{W}

Creature - Spirit
When Pilgrim of the Ages enters the battlefield, you may search your library for a basic Plains card, reveal it, put it into your hand, then shuffle.
{6}: Return Pilgrim of the Ages from your graveyard to your hand.
2/1
Pillardrop Rescuer

Pillardrop Rescuer {4}{W}

Creature - Spirit Cleric
Flying
When Pillardrop Rescuer enters the battlefield, 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.
2/2
Professor of Symbology

Professor of Symbology {1}{W}

Creature - Kor Cleric
When Professor of Symbology enters the battlefield, learn.
"A language isn't dead until we stop learning from it."
2/1