Mechanics

The set’s mechanics with worked examples, then every word on the cards.

A prepared creature gives you a copy of its inset spell in exile. Cast the copy, pay its cost, and the creature becomes unprepared.

How it works

  1. Follow the inset spell’s normal instant or sorcery timing.
  2. An already-prepared permanent cannot stockpile more copies. If it leaves or becomes unprepared first, the unused copy disappears.

On the card

Studious First-Year // Rampant Growth
Studious First-Year // Rampant Growth
Common · Creature — Bear Wizard // Sorcery · At the table

Pay for the prepared Rampant Growth to find a basic land. The Bear stays on the battlefield after you cast that copy.

Watch out

  • A preparation card itself has the creature’s characteristics in every zone. You cannot find it by searching for a sorcery card.
Rules detail & sourcesWizards · Secrets of Strixhaven mechanics · Wizards · Secrets of Strixhaven release notes

Repartee

These abilities reward casting an instant or sorcery that targets a creature. Each card supplies its own reward.

How it works

  1. Targeting an opposing creature with removal can qualify.
  2. A spell targeting several creatures triggers each repartee ability only once.

On the card

Conciliator's Duelist
Conciliator's Duelist
Rare · Creature — Kor Warlock · At the table

Cast a creature-targeting instant or sorcery while the Duelist is in play to trigger its repartee ability before that spell resolves.

Watch out

  • An Aura spell or an activated ability targeting a creature is not an instant or sorcery spell.
Rules detail & sourcesWizards · Secrets of Strixhaven mechanics · Wizards · Secrets of Strixhaven release notes

Opus

Casting an instant or sorcery triggers opus. Spending at least five mana to cast that spell upgrades the result.

How it works

  1. Count mana paid toward the spell, including additional costs.
  2. Opus resolves before the spell that triggered it.

On the card

Colorstorm Stallion
Colorstorm Stallion
Rare · Creature — Elemental Horse · At the table

Compare a cheap spell with a spell costing five or more actual mana: the Stallion’s printed reward changes with what you spent.

Watch out

  • Use actual mana spent, not the printed mana value. Mana paid for ward is not mana spent casting the spell.
Rules detail & sourcesWizards · Secrets of Strixhaven mechanics · Wizards · Secrets of Strixhaven release notes

Infusion

Infusion checks whether you gained life earlier in the current turn. The amount and your net life change do not matter.

How it works

  1. Gain life before the spell or ability checks its infusion condition.
  2. Read the card: infusion can modify different kinds of effects.

On the card

Old-Growth Educator
Old-Growth Educator
Uncommon · Creature — Treefolk Druid · At the table

Attack with a Pest to gain life before casting Educator in your second main phase and receiving its counters.

Watch out

  • You may finish the turn at a lower life total and still have gained life. Life gained on the previous turn does not count.
Rules detail & sourcesWizards · Secrets of Strixhaven mechanics · Wizards · Secrets of Strixhaven release notes

Cast a card from your graveyard for its flashback cost, then exile it when it leaves the stack.

How it works

  1. Normal timing still applies.
  2. You may flash back a card you milled or discarded without first casting it from your hand.

On the card

Molten Note
Molten Note
Uncommon · Sorcery · At the table

The eight-mana flashback cost produces eight damage if all eight mana were spent; it also meets opus and can trigger increment.

Watch out

  • Its mana value does not become eight. A countered flashback spell is exiled too.
Rules detail & sourcesWizards · Secrets of Strixhaven mechanics · Wizards · Secrets of Strixhaven release notes

Increment

After you cast a spell, this creature grows if the mana you spent is greater than its power or its toughness.

How it works

  1. Compare after casting to see whether the ability triggers.
  2. Compare again as the trigger resolves; greater than either stat is enough.

On the card

Cuboid Colony
Cuboid Colony
Uncommon · Creature — Insect · At the table

A sufficiently expensive spell puts a counter on Colony. Its next increment may require more mana because it has grown.

Watch out

  • The comparison uses mana spent, not mana value. Equality with both stats is not enough.
Rules detail & sourcesWizards · Secrets of Strixhaven mechanics · Wizards · Secrets of Strixhaven release notes

Paradigm and Lessons

The first resolved paradigm spell of a name is exiled and lets you cast a free copy at the beginning of each of your future first main phases.

How it works

  1. Casting each later copy is optional.
  2. A countered copy does not remove the opportunity on following turns.

On the card

Improvisation Capstone
Improvisation Capstone
Mythic · Sorcery — Lesson · At the table

Resolve Capstone once, then get a new chance to cast its copy each of your turns without paying its mana cost.

Watch out

  • The Lesson subtype does not put a card in your hand or outside the game. Learn is not a returning set mechanic.
Rules detail & sourcesWizards · Secrets of Strixhaven mechanics · Wizards · Secrets of Strixhaven release notes

Converge

Converge counts how many different colors of mana were spent to cast the spell, from zero to five.

How it works

  1. Additional and alternative costs count as part of casting.
  2. Colorless is not a sixth color; repeated mana of one color counts once.

On the card

Rancorous Archaic
Rancorous Archaic
Common · Creature — Avatar · At the table

Use genuinely different colors of mana to increase its converge result, while keeping a mana base that can cast your other spells.

Watch out

  • A free spell or a copy may have zero colors spent. Mana paid to resolve ward is outside the casting cost.
Rules detail & sourcesWizards · Secrets of Strixhaven mechanics · Wizards · Secrets of Strixhaven release notes

Books

Book is an artifact subtype. Read each Book’s abilities; the subtype itself grants no shared activated ability.

How it works

  1. A Book still counts as an artifact for spells that care about artifacts.
  2. Use its actual text rather than assuming it works like a Clue.

On the card

Diary of Dreams
Diary of Dreams
Uncommon · Artifact — Book · At the table

Diary is a Book, and its own rules text tells you how to use it.

Watch out

  • Being a Book does not automatically let you sacrifice it to draw a card.
Rules detail & sourcesWizards · Secrets of Strixhaven mechanics · Wizards · Secrets of Strixhaven release notes

Pests and Fractals

The set’s Pest tokens gain life when they attack. Fractals begin as 0/0 creatures and rely on the counters supplied by their creating effect.

How it works

  1. Read the token’s exact definition on the creating card.
  2. Pest attack triggers can enable infusion before blockers.

On the card

Lluwen, Exchange Student // Pest Friend
Lluwen, Exchange Student // Pest Friend
Uncommon · Legendary Creature — Elf Druid // Sorcery · At the table

Pest Friend creates a Pest with an attack trigger. This differs from the dies-to-gain-life Pest tokens of the original Strixhaven set.

Watch out

  • Do not use an older Pest reminder token without checking which ability this set’s card actually grants.
Rules detail & sourcesWizards · Secrets of Strixhaven mechanics · Wizards · Secrets of Strixhaven release notes

Glossary

Every word on the cards and in the deck plans, defined once. Find a term, read its wording, then see it on a card.

62 terms · A–ZComprehensive Rules effective Sep 25 · checked Oct 29

Symbols

A

Affinity

Keyword ability

Reduce the generic part of this spell’s cost by one for each permanent of the specified kind you control.

Watch out: It does not reduce the colored mana symbols. Check exactly what the card has affinity for.

C

Cascade

Card mechanic

When you cast the spell, exile cards until you find a cheaper nonland card. You may cast it free only if the resulting spell is also cheaper. Put the other exiled cards on the bottom randomly. Cascade triggers before the original spell resolves.

Convoke

Keyword ability

While paying for this spell, each untapped creature you tap can cover one generic mana, or one mana of that creature’s color.

Watch out: You may tap a creature you just played. A colorless creature can cover only generic mana.

Counter a spell or ability

Keyword action

To counter a spell or ability is to remove it from the stack without its effects resolving. A countered spell normally goes to its owner’s graveyard.

Watch out: This use of “counter” is different from placing a marker such as a +1/+1 counter on a card.

Crew

Keyword ability

Tap other untapped creatures you control with enough total power to turn this Vehicle into an artifact creature until the turn ends.

Watch out: The crew creatures do not become the Vehicle’s attackers. A newly played Vehicle still needs haste to attack that turn.

Curve

Strategy

A mix of costs that lets you use your mana on early and late turns.

Cycling

Keyword ability

From your hand, pay the cycling cost and discard this card to draw a card.

Watch out: Cycling is an activated ability, not casting the card. Typecycling searches for a specified kind of card instead.

D

Destroy

Keyword action

Move a permanent from the battlefield to its owner’s graveyard because an effect or lethal damage destroys it.

Watch out: Indestructible stops destruction. Sacrificing, exiling, and reducing toughness to 0 are different ways for a creature to leave.

Double

Card mechanic

Doubling counters adds as many of that kind as are already there. Doubling power gives a modifier based on the creature’s power when the effect resolves; it does not necessarily change base power or add counters.

E

F

Ferocious

Ability word

This label points to an ability that cares about controlling a creature with power 4 or greater.

Watch out: The timing and benefit come from the rest of the printed ability. The word itself adds no rules.

Fight

Keyword action

The two creatures each deal damage equal to their power to the other at the same time.

Watch out: This is not combat. First strike and double strike do not add damage steps; deathtouch and lifelink still affect damage.

G

Grandeur

Card mechanic

Grandeur marks an ability paid for by discarding another card with the specified name. Read the individual card for its effect; the copy already on the battlefield is not the card you discard.

H

I

Investigate

Card mechanic

Create a Clue artifact token. You may later pay two mana and sacrifice that Clue to draw a card. Investigating itself does not draw the card.

K

Kicker

Keyword ability

As you cast the spell, you may pay its extra kicker cost. The card tells you what changes if you do.

Watch out: You decide and pay while casting. You do not get to add kicker after the spell has resolved.

L

Landfall

Ability word

This label groups abilities that reward a land entering under your control. The rest of each card tells you its effect.

Watch out: A land entering from a spell can trigger landfall too. The label itself adds no rules; read the actual ability.

M

Magecraft

Card mechanic

Magecraft abilities trigger when you cast or copy an instant or sorcery. Each card describes its own reward. A copy can trigger magecraft even when that copy was not cast.

Morph

Card mechanic

You may cast this card face down as a nameless 2/2 creature for three mana. With priority, pay its morph cost to turn it face up as a special action. This is not casting it again and does not use the stack.

O

P

Prepare / prepared

Designation

When its instruction makes a creature prepared, it gives you access to a copy of its separate prepare spell. You may cast that copy while the permanent remains prepared and on the battlefield.

Watch out: Pay the copy’s costs and obey instant or sorcery timing. Casting it unprepares the permanent; the creature itself remains. You cannot cast the prepare spell straight from your hand.

R

Role token

Card mechanic

A Role is an Aura token with the ability written on the creating card. If you control several Roles attached to the same permanent, keep only your newest one. Monster grants +1/+1 and trample; Royal grants +1/+1 and ward one.

S

Scry

Keyword action

Look at the stated number of cards from the top of your library. Put any number on the bottom and the rest back on top, choosing their order.

Watch out: Scry does not draw a card. Cards you move to the bottom do not go to the graveyard.

Signal

Strategy · Draft

Repeated useful cards arriving late may indicate an open color; one card is weak evidence.

Split second

Keyword ability

While this spell is on the stack, players cannot cast other spells or activate abilities that are not mana abilities.

Watch out: Triggered abilities still trigger, and mana abilities and special actions are still allowed. Split second does not mean “cannot be countered.”

Suspend

Card mechanic

Instead of casting from hand, pay the suspend cost and exile the card with the stated time counters. Remove one at each of your upkeeps. When the last is removed, you may play it for free; a creature cast this way gains haste.

Synergy

Strategy

Cards helping each other do a useful job.

T

Tap and untap

Keyword action

Tap means turn a permanent sideways; untap means return it upright. A tap symbol in a cost means you must tap that permanent to pay.

Watch out: Being tapped by another effect does not activate an ability or produce mana. Creatures normally cannot pay their own tap-symbol costs until you have controlled them since your turn began.

Trample

Keyword ability

An attacking creature can assign excess combat damage to what it is attacking after assigning lethal damage to every blocker.

Watch out: It does not automatically send all damage past a small blocker. Trample on a blocking creature does not send damage to the attacking player.

V

W

Terms shared across sets: Learn glossary →