Academic Probation
Strixhaven: School of Mages — rare
Sorcery — Lesson
Strixhaven: School of Mages — rare
Sorcery — Lesson
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Detain up to two target creatures your opponents control. (Until your next turn, those creatures can't attack or block and their activated abilities can't be activated.)
Sorcery
Choose a card name. Until your next turn, spells with the chosen name can't be cast and lands with the chosen name can't be played.
Draw a card.
Sorcery
Detain target creature an opponent controls. (Until your next turn, that creature can't attack or block and its activated abilities can't be activated.)
Draw a card.
Sorcery
This turn and next turn, creatures can't attack, and players and permanents can't be the targets of spells or activated abilities.
Instant // Sorcery
Return target spell to its owner's hand.
Comply
Aftermath (Cast this spell only from your graveyard. Then exile it.)
Choose a card name. Until your next turn, your opponents can't cast spells with the chosen name.
Sorcery
Return target artifact or enchantment card from a graveyard to its owner's hand.
Conspire (As you cast this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)
Sorcery
Whenever a creature attacks this turn, it gains lifelink until end of turn.
Awaken 4— (If you cast this spell for , also put four +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)
Sorcery
Return target creature card with mana value 3 or less from your graveyard to the battlefield. Create a Young Hero Role token attached to it. (Enchanted creature has "Whenever this creature attacks, if its toughness is 3 or less, put a +1/+1 counter on it." If you put another Role on the creature later, put this one into the graveyard.)
Sorcery
Each opponent can't cast instant or sorcery spells during that player's next turn.
Sorcery
Exile target creature and all other creatures its controller controls with the same name as that creature. That player investigates for each nontoken creature exiled this way.
Sorcery
Return target permanent card in an opponent's graveyard to the battlefield under their control. When that permanent enters the battlefield, return up to one target permanent card with equal or lesser mana value from your graveyard to the battlefield.
Sorcery
Choose two letters. Put a +1/+1 counter on each creature you control whose name begins with the either of the chosen letters.
Sorcery
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Return X target creature cards with mana value 2 or less from your graveyard to the battlefield.
Sorcery
Choose one —
• Destroy target nontoken artifact or enchantment an opponent controls. Incubate 2. (Create an Incubator token with two +1/+1 counters on it and ": Transform this artifact." It transforms into a 0/0 Phyrexian artifact creature.)
• Incubate 2, then transform an Incubator token you control.
Sorcery
Destroy up to one target artifact, enchantment, or tapped creature. Then if you control an artifact and an enchantment, create a 2/2 white Samurai creature token with vigilance.
Sorcery
Return target creature card with mana value 3 or less from your graveyard to the battlefield. Put a flying counter on it. It's a Spirit in addition to its other types.
Sorcery
Choose one —
• Destroy target Vampire.
• Destroy target enchantment.
Sorcery
Exile target artifact, creature, or enchantment an opponent controls. That player may put a permanent card from their hand onto the battlefield.
Sorcery
Put target creature with power 4 or greater on the bottom of its owner's library.
Sorcery
Until end of turn, spells and abilities you control that would add colored mana instead add that much white mana. Until end of turn, you may spend white mana as though it were mana of any color.
Draw a card.
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