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Greetings students, and welcome to the first week of Strixhaven spoilers. As this is the first week, I'll be keeping things simple by going through the set's mechanics. I've made this a tradition for all new set spoilers, and it's particularly appropriate this time as the new mechanics are a both surprisingly straightforward and annoyingly indirect. So open your books, and let's begin.

The first thing to note is that the set's full name is Strixhaven: School of Mages. Yes, that last clause is the conceit of my stylistic flourish this article. It is also critical to understand the ecosystem of these mechanics: it's all about non-creature spells. Of course, there will be quite a lot of creatures, and many of these mechanics will be stapled to creatures; Wizards's whole design philosophy is that creatures are central to the game. However, the driver will be the non-creature spells, instants and sorceries primarily. Artifacts and enchantments are getting some love too thanks to the red-white school Lorehold's themes. You should also know that it's an enemy-colored set. So Jund, Burn, and Prowess players will be paying especially close attention to Strixhaven.
Learning Lessons
The signature mechanic is technically a split mechanic. Strixhaven introduces Lessons, which are instants and sorceries with the lesson subtype. This subtype doesn't mean anything on its own, impacting functionality only flavorfully. Rather, the marker is for usage with the learn keyword found on some spells. Learn seems to be used in place of "draw a card" in Strixhaven, as it's just on cards as an additional effect. Said cards are all flavored around the many parts of academic life (I'm feeling very seen by Pop Quiz), but that's the only connection. That said, learn has a lot of potential because it either lets you wish for a Lesson or just cycle (discard a card to draw a card).
Teaching Is Hard
I should specify that learn has potential, but that doesn't make it good. Cycling is a good mechanic, but mainly in the context of Living End. The only other cycling spells that see play are Unearth and Shark Typhoon. While there are interesting implications of Living End getting to cycle creatures without the mechanic, that seems a tad inefficient. Those decks are so streamlined as-is, so why complicate matters?
Outside of Living End, there is certainly utility in discarding dead cards without cycling to draw into new, relevant ones. However, the cards currently spoiled strongly suggest that utility won't be sufficient for learn cards to see play. Frankly, they haven't spoiled a card with learn that's playable on its own. That may change, but it also may not. The closest is Professor of Symbology, and that's mainly because she's white. White doesn't get velocity cards very much, and thus any white velocity card automatically becomes a good white velocity card. This is enhanced by the mana cost and stats. However, there's no deck she fits into, and nothing that you'd ever play her over, which means she'd never actually see play just as a 2/1 velocity generator.
Rather, the potential for Modern comes from the wish. Karn, the Great Creator has shown how valuable wishes, and especially repeated wishes, are in Modern. This isn't a companions situation; it's just more wishes. The catch is that the only targets are Lessons, which means that the value of learn is directly tied to the value of the lessons. Which honestly feels like something a lot of professors need to hear, but I digress. If there are Modern-playable lessons that are also good enough to sacrifice a sideboard slot for, then the Professor will be especially playable. Death and Taxes could potentially gain a ton of value by repeatedly flickering her and wishing for whatever is needed. And at least if you don't have the right Lesson, she can cycle a superfluous Plains.
Lessons Worth Learning?
Of course, the problem is that (again, as of writing) there's only one potentially playable Lesson. The rest are overpriced versions of existing cards and wouldn't see maindeck play, much less taking up a precious sideboard slot. There's no justification for playing an inefficient Attune with Aether or Preordain maindeck, much less in place of a Modern-level sideboard card. Unless that changes, I'll be tuning out of another disappointing class.
The one possible exception is Academic Probation. This card is incredibly niche, but in certain matchups it might be backbreaking. Preventing a single card from being cast for a turn is way too narrow to see real play, and Azorious Arrester already exists and never sees play. However, as a wish target, Probation might be a decent bullet. I can see it being strong against combo decks by naming the right card. I'm seeing Past in Flames or Grapeshot against Storm, Thassa's Oracle against Ad Nauseam, or Living End just to buy the turn needed to finish the game. There's some (questionable) utility in naming Supreme Verdict to again buy time for an aggro deck to close the game too. Were it an instant, it'd be potentially devastating against many combos, which is probably why it's a sorcery in the first place. But when opponents are on the verge of combo-ing off, it reads a lot like Time Walk.
There's at least some potential in fogging a creature, though it's much less practical. Trying to prevent a combo attempt by Heliod Company is only a brief reprieve and a waste of a card. The best I've come up with is blanking Primeval Titan for a turn cycle, which isn't terrible if all you need is that turn cycle to win. However, that's still a pretty weak application, and if Probation is as good as it gets then learn is on the ropes. If there are more niche-but-effective cards, there may be something here.
Magecraft
Next up, and sticking with the instant and sorcery theme, is magecraft. Magecraft is an ability label for any ability which triggers off an instant or sorcery being cast or copied. Which presumably means there will be a fair amount of copying in Strixhaven, though only one way has been spoiled. In any case, this is just for permanents which have a minor effect when you play into the set theme. The value of magecraft will therefore largely be determined by the playability of the underlying card and not the ability. It's not that the abilities are poor, but that they're not good enough to make up for an otherwise unplayable card. At least, there aren't any yet. Archmage Emeritus is close, but not close enough.
Combo Creatures
The one magecraft card that might make it (again, as of writing) is Witherbloom Apprentice. Draining for one point per spell isn't anything special, but this is Modern, and we have Storm. Two-mana wizards are a staple of the deck, and while Apprentice doesn't fit the color (or creature type) scheme, it halves the storm count necessary for a lethal Grapeshot, which opens up some possibilities. Suddenly, Jund Storm seems possible, as it doesn't need blue's
cantrips, cost reducers, or Gifts Ungiven to generate 20 total storm. Instead, there's a chance that red's mana production alongside green land search and black card draw can do the job with only ten spells. I'm not sure that's actually better than traditional Izzet Storm, but it's something to explore.
However, the greatest potential is for some entirely new combo to emerge. Apprentice triggers on any instant or sorcery, or their copies. In Legacy, Apprentice and Chain of Smog targeting yourself is a kill, because Chaining yourself can be done infinitely. There is nothing comparable in Modern, or at least I couldn't find it after hours of looking and asking reddit. The existing options for making lots of copies are both storm cards, specifically Gravestorm and Weather the Storm, and there's no way to generate the necessary storm in a single turn without the red rituals. However, maybe there will be a new card which will enable Apprentice. At minimum, it's one to watch.
Ward
Next is ward. Ward is a new name for a mechanic that I first remember seeing on Frost Titan. Wizards has formally keyworded it so that they don't feel compelled to put hexproof on so many creatures because they want them to matter and have learned that weakening removal too much causes problems. White, blue, and green will be getting variations on the Titan version while black and red get the Terror of the Peaks life payments. There's nothing notable for Modern here, except that hopefully this also means that Wizards won't feel like they have to make everything gain ridiculous amounts of value just by casting it to matter so we never get Uro, Titan of Nature's Wrath again. Hopefully.
The Twins
Finally, MDFC's are back again. That's it. Wizards is trying to mechanically tie their sets together more, and so they've included the same mechanic in three sets. Nothing we haven't seen, and nothing I haven't discussed already.
That could have been the end, mainly because the MDFC's spoiled so far are the college's deans, and none of them are Modern playable. However, also spoiled is the first MDFC planeswalker ever: the twin walkers Will and Rowan Kenrith. Both sides have Goblin Electromancer's cost-reduction ability, and Rowan is cheap enough that I could see her seeing play. Will might too, but he'd be an afterthought at five mana. However, Rowan does have two problems. At three mana, she's more expensive then Electromancer or Baral, Chief of Compliance, which would price her out of Storm. Plus, Storm doesn't always play a full set of either creature, so why play a three-mana version?
Secondly, she's fragile, with only two starting loyalty and a +1 ability. Wizards actually learned from War of the Spark, apparently.
However, don't count Rowan out. Her +1 can be a potent finisher when fully powered, and Prowess tends to play a lot of cantrips. I can see certain versions using her as a finisher and enabler with Will as a long game option. In such a deck, Rowan's fragility would be less of an issue, since opposing removal will be strained by the creatures and it's unlikely that creatures would be able to attack her before she can build some loyalty. Even if she does just die, that's removal that didn't hit a creature, which may be good enough for Prowess. Stranger cards have seen play for stranger reasons.
More to Come
So marks the end of this introductory article. I hope everyone now understands how Strixhaven means to continue. Next week is the metagame update, but after that, class will resume with the rest of the spoilers. Plan your studies accordingly. And most importantly, before asking any questions, check the syllabus first. Class dismissed.




          







to you. Since the data from the limited source is further choked off, its much easier for weak observations to guide thinking and/or lead players astray. It may be that Heliod Company is the best deck right now. However, it may also be a self-fulfilling prophecy caused by MTGO players
Few decks have ever epitomized "the whole is greater than the sum of its parts" more than Company combo decks. While most of these creatures are at least reasonable Modern cards on their own (which is a
or a Duskwatch Recruiter to find the Ballista killed. Chord of Calling and Company were essential to actually make it all happen. The combos in Heliod Company all require just two cards, which is far easier to pull off. With Heliod out, Feeder goes infinite immediately. A Ballista with two counters given lifelink also kills with Heliod.
1) Heliod isn't usually a creature
2) Maindeck Auriok Champion
3) No Easy Sideboard Solutions
infinite life combo. Toward the end of February (the 25th if Apparition's
And my answer, as always, is that it's far too soon to say. There's not even clear evidence whether this is a real phenomena or just a quirk of the MTGO competitive crowd. However, if I were to pretend that Company's ascension is no accident or metagame fluctuation, my answer would still be no. Company is the kind of best deck that I like because it isn't just more value than everything else. It needs a lot to go right for it, and can be disrupted. Plus, its combo isn't necessarily game-ending: Tron and Infect don't care about infinite life, and the latter can win before Heliod more reliably. Death's Shadow went from Rakdos to Jund because Tarmogoyf is effective against Champion. Let's wait and see if Heliod survives the likely decline of red decks before breaking out the pitchforks.
sweepers (besides Anger) far more effective than older version. Ranger-Captain may be a tutor, but its choices are mana dorks or Ballista. Not great for grinding. That isn't happening because the







What grinds my gears is lapses in knowledge. This is when a player discusses and/or makes a really dumb play having previously demonstrated that they know better or that they really should know better. There are two scenarios for this, and encountering either triggers me. The first is the equivalent of studying a specific question, writing the correct answer down on a study guide, checking that guide before the test, and walking out of class and commenting on that right answer. And yet when the test comes back you still answered that exact question wrong. There's no explanation or excuse; just brain stop no think good me make oops.
The second, which I find more offensive in many respects, is ignorance. They should know better; they've seen it before, there were resources available from which to learn, and/or they were told to be wary and they just. Didn't. Bother. It's the equivalent of walking into a test completely unprepared and just staring at the questions and guessing. Did you just blow off studying or did you incorrectly think you wouldn't need it? It was all there for the taking, and you punted it away.
They're closer
lost to Tron after they mulliganed to three. Maybe more than once. And yet plenty of Tron players still settle for hands that can't hit Tron on turn three. Even
(No, I can't link a specific one because I can't remember who it was and I've already spent an embarrassing amount of time looking for the vods.) The problem seems to be complacency. Infect doesn't show up as a top tier deck on
And the coast isn't clear for unequivocal removal either. Players forget that Infect runs 6-8 of Vines of Vastwood and Blossoming Defense with a few Snakeskin Veils for good measure. Playing any removal during combat is an invitation to let the opponent not only counter your spell but get in extra, potentially lethal damage. And players complain about Veil of Summer.
The final topic for today is a reminder about Thoughtseize and Inquisition of Kozilek: these cards answer everything. Choose their targets accordingly. I realize that this seems obvious, but the number of streamers I've seen talk themselves out of taking the threat they can't otherwise answer for fear of something worse is very large. I'm going to specifically call out
In general, it is better to answer something that will kill you rather than something that might kill you. I frequently see players worry about late-game cards rather than the short and it costs them. Jace, the Mind Sculptor is far more flashy and obviously powerful than Delver of Secrets, but an unanswered Delver kills before Jace matters. I see too many discard players lose to threats they could and should have discarded because they thought they'd draw an answer before it was too late. But they didn't, and so all the card advantage they removed wouldn't have mattered anyway. It's always tempting to hit the card that's strongest in a vacuum, but the correct play is to identify the chief threat given the flow or pattern of the current game.









So the most obvious question is the power. Is Hypergenesis too strong for Modern? On the one hand, the
hands where I had everything for an actual turn 1 win except Violent Outburst. Demonic Dread requires a creature to target, which will only happen turn 1 on the play with Forbidden Orchard. The odds aren't great, but it's not the worst problem. The worst is that Ardent Plea cannot kill turn 1 on the play, as there's no way to make 1WU in the deck before turn 2 because cascade prevents it from running Manamorphose or Wild Cantor.
only dropped one creature. Subsequently, it was more explosive, but not necessarily more powerful. It wasn't really doing anything in Modern, but it is not and may never be clear if it could have. Tibalt, Cosmic Imposter was so dominant that it may have covered up Trickery's real power. Wizards
That said, Hypergenesis's win rate would unequivocally have been lower if I wasn't running Chancellor of the Annex. From Legacy experience I knew the card would be very good. There's nothing better at defending against a Force of Negation turn 1 than a revealed Chancellor. However, that was only relevant against 4-Color Omnath, and only occasionally. It also protects against turn 1 discard, but that similarly was a niche use in the test. The real benefit is the general disruption. A revealed Annex Mana Tithes everyone's first play, which puts every deck off their curve. While there are work-arounds, including just throwing away a spell, it was a huge benefit and bought significant time against every deck.
What IÂ didn't expect was how devastating Annex was against Amulet Titan specifically. The
Jamming Violent Outburst was a welcome relief compared to trying to assemble all the bits and pieces of Neoform's combo, and attacking with fatties is much easier than keeping track of all the cards you've drawn and trying to assemble them in exactly the right order to win.
other players, and they confirmed feeling similarly. DnT said they found being on the draw terrifying, and not just because Demonic Dread was more likely to be live. They'd already boarded out Giver of Runes just to make Dread less useful.
The final thing to discuss is the loss of Simian Spirit Guide. It's a key component because it's half the deck's fast mana. The loss necessarily slows Hypergenesis down, which would make it a far less threatening combo.
The lesson from Tibalt Cascade is what really got me thinking. Toward the end of their reign, the number of Gemstone Caverns were
However, that is true if and only if unfair combo can't win on turn 1 too often. Winning then occasionally is fine, but even Legacy doesn't like consistent turn 1 combos. My data showed that Hypergenesis would win turn 1 more often than Neoform could. I have reason to believe that Hypergenesis' real turn 1 rate should have been higher. And may have increased since the test. My testing also showed that sideboard cards were usually too slow to make or break the matchup. Thus, I believe that unbanning Hypergenesis brings a huge risk to Modern's health. I would recommend keeping it banned out of concern of early wins rather than power level.