Strixhaven: School of Mages

Reduce to Memory

Reduce to Memory {1}{W}{W}

Sorcery - Lesson
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
Secret Rendezvous

Secret Rendezvous {1}{W}{W}

Sorcery
You and target opponent each draw three cards.
Strixhaven's five colleges encourage natural rivalries among the students, but some bonds transcend all barriers.
Semester's End

Semester's End {3}{W}

Instant
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.
Show of Confidence

Show of Confidence {1}{W}

Instant
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.
Sparring Regimen

Sparring Regimen {2}{W}

Enchantment
When this enchantment enters, learn.
Whenever you attack, put a +1/+1 counter on target attacking creature and untap it.
Star Pupil

Star Pupil {W}

Creature - Human Wizard
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."
0/0
Stonebinder's Familiar

Stonebinder's Familiar {W}

Creature - Spirit Dog
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
1/1
Related card: Blood Age Muster
Stonerise Spirit

Stonerise Spirit {1}{W}

Creature - Spirit Bird
Flying
{4}, 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.
1/2
Related card: Blood Age Muster
Strict Proctor

Strict Proctor {1}{W}

Creature - Spirit Cleric
Flying
Whenever a permanent entering causes a triggered ability to trigger, counter that ability unless its controller pays {2}.
"You might believe being dead for centuries has made me more lenient. I think you'll find the opposite to be true."
1/3
Strict Proctor

Strict Proctor {1}{W}

Creature - Spirit Cleric
Flying
Whenever a permanent entering causes a triggered ability to trigger, counter that ability unless its controller pays {2}.
"You might believe being dead for centuries has made me more lenient. I think you'll find the opposite to be true."
1/3
Study Break

Study Break {1}{W}

Instant
Tap up to two target creatures.
Learn.
"You've been cramming all night. You're taking a nap whether you like it or not."
Thunderous Orator

Thunderous Orator {1}{W}

Creature - Kor Wizard
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.
2/2
Arcane Subtraction

Arcane Subtraction {1}{U}

Instant
Target creature gets -4/-0 until end of turn.
Learn.
The class learned little that day.
Archmage Emeritus

Archmage Emeritus {2}{U}{U}

Creature - Human Wizard
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.
2/2
Burrog Befuddler

Burrog Befuddler {1}{U}

Creature - Frog Wizard
Flash
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.
2/1
Bury in Books

Bury in Books {4}{U}

Instant
This spell costs {2} 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.
Related card: Skywriter Djinn
Curate

Curate {1}{U}

Instant
Surveil 2.
Draw a card.
"Kathorran War Chants, Vol. III? That doesn't even belong in this wing!"
Divide by Zero

Divide by Zero {2}{U}

Instant
Return target spell or permanent with mana value 1 or greater to its owner's hand.
Learn.
"Misery. Inadequacy. Failure. The common denominator is you."
Dream Strix

Dream Strix {2}{U}

Creature - Bird Illusion
Flying
When this creature becomes the target of a spell, sacrifice it.
When this creature dies, learn.
3/2
Frost Trickster

Frost Trickster {2}{U}

Creature - Bird Wizard
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.
2/2
Ingenious Mastery

Ingenious Mastery {X}{2}{U}

Sorcery
You may pay {2}{U} rather than pay this spell's mana cost.
If the {2}{U} 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.
Kelpie Guide

Kelpie Guide {2}{U}

Creature - Beast
{T}: Untap another target permanent you control.
{T}: Tap target permanent. Activate only if you control eight or more lands.
Kelpies are drawn to paradoxes, making them ideal companions for Quandrix mages.
2/2
Mentor's Guidance

Mentor's Guidance {2}{U}

Sorcery
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.
Mercurial Transformation

Mercurial Transformation {1}{U}

Sorcery - Lesson
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!"
Multiple Choice

Multiple Choice {X}{U}

Sorcery
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.