Secrets of Strixhaven Review

Secrets of Strixhaven Review

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An Overview for Secrets of Strixhaven

All You Need To Know About Secrets of Strixhaven

Author: Ben Guilfoyle

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This overview positions Secrets of Strixhaven (SOS) as a premium sequel: new “spell-on-a-creature” tech, emblem-like recurring spells, high-impact reprints, and five campus-themed Commander precons with meaningful mana-base upgrades.

This article focuses on:

  1. Two big new mechanics:
    • Prepared: creatures with an attached spell you can cast only when “prepared,” creating repeatable mana sinks and “cast-a-spell” synergy.
    • Paradigm: “modern Epic”—you exile the spell, then get a free copy every turn, turning a single cast into a long-game engine.
  2. New staples & build-around cycles. Modal Charms offer flexible answers, while a cycle of Elder Dragons pushes spellslinger decks in different directions (storm/cascade/casualty/miracle/affinity-style incentives), scaling from casual to high-power tables.
  3. Color highlights and role-players. The set is packed with efficient removal, premium card selection/draw, quirky board wipes, graveyard payoffs, and explosive ritual-style tools—aimed at both Limited play and Commander upgrades.
  4. Reprints and chase treatments. Mystical Archive returns with multiple treatments (including Japanese + special foils), plus Special Guests, valuable staples, and practical land reprints (Slow lands). Precons also bring strong reprints that support fair mana, recursion, and interaction.
  5. Commander precons + mana base upgrades. Five school decks cover sacrifice/value, goad-enchantress, graveyard-to-tokens, big-spells, and X-spell scaling. New land cycles (completed Tangos/Bicycles and a new “enters untapped late-game” fetchable dual cycle) give Commander players real tools to smooth two- and three-color mana.

Introduction

Original Strixhaven was a fantastic draft and Commander set. Secrets of Strixhaven (SOS) is shaping up to be an A+ set. Let’s look into the set from a couple of angles: for new classics, reprints, and new commanders.

New Mechanics

Prepared

Did you study for the test?

Prepared is a new take on the two-cards-in-one design space. These creatures have a split text box. It looks like an Eldraine Adventure card. These are quite different.

A creature must be “prepared” before you can cast its spell. Once cast, the creature becomes “unprepared”. Some creatures, like Jadzi, Steward of Fate, enter prepared. But, they have no way to become prepared again.

Meanwhile, Grave Researcher can become prepared every upkeep as long as your graveyard has three or more creatures.

The spells attached to these creatures vary. Some are callbacks to classics like Emeritus of Conflict/Lightning Bolt, or Emeritus of Ideation/Ancestral Recall. In all cases, you are casting the spell. This will trigger “whenever you cast effects”, but could leave you open to a counterspell.

I love the cycle of two-color uncommon prepared legends. With the exception of Sanar, Unfinished Genius, these legends have repeatable ways to become prepared. This gives you access to a reliable mana sink. Lluwen, Exchange Student is my favorite. You can cast Pest Friend as much as you like. Just exile something from your grave, and pay one mana.

Paradigm

Casting a powerful spell is fun. What if you could cast it every turn! Paradigm appears on five spells. After the spell resolves, exile it. You can cast a copy of that spell for free at the beginning of your first main phase.

Restoration Seminar returns a non-land permanent from your grave to the battlefield. Seven mana is a lot. It’s a great payoff for Lorehold decks. You can trigger “leave the graveyard” effects every turn once this is active.

Echocasting Symposium is Blue’s contribution. It makes a token copy of a creature you control. This is usually a four-mana effect. For longer games, you will definitely get value out of this. Bonus points if you have a token doubler.

Decorum Dissertation resembles two Phyrexian Arenas stapled together. The setup is powerful. Decorum Dissertation cannot be destroyed like Phyrexian Arena. It’s not as flashy as the others. But consistent card advantage is hard to pass up. And, a bonus: You can kill players in a pinch, as it affects the “target player”.

Improvisation Capstone does not require much setup beyond the seven mana. It exiles cards from the top of your deck until you get four mana or greater. You can cast any number of these spells for free.

Initially, I thought this was just a cascade for a four-cost spell. I was wrong. Four mana is the worst-case scenario. Play Sensei’s Divining Top. Activate it. Put a Sol Ring, Arcane Signet, and Etali, Primal Storm in that order. Improvisation Capstone will reveal all three of these cards.

You now get to play all three of them.

Of all the paradigm spells, Capstone rewards you the most for clever deck building. Be intentional with the top of your deck. It will pay off.

Finally, Germination Practicum is the green edition. It puts two counters on each creature you control. It snowballs. There is a huge reward for wide, resilient boards.

All the paradigms are strong. They are like Emblems. Once they are here, not much can stop them. From strongest to weakest, I rank them:

Black

Red

White

Green

Blue

They all have their place. Red and black are unique because they never fail. You will get some value no matter what. The other three need setup. Either a graveyard worth reanimating, a board worth buffing, or a creature worth cloning. There are turns where these three spells do nothing!

Saviors of Kamigawa gamers might remember the “Epic” cards. Paradigm is Epic for the modern day. Epic was similar. When you cast it, you get a copy of that spell for free every turn. Epic has a downside. It adds: “For the rest of the game, you can’t play spells”. Epic had its place in 1v1 formats. Commander is different. Games are longer with more going on. If you ever thought Enduring Ideal or Eternal Dominion looked sweet, consider picking up the paradigm spells.

New Staples

Charms

I love modal spells. They’re great! Each charm costs two mana and gives a choice of three effects.

All the charms offer some form of removal. I love Witherbloom Charm‘s third ability: destroy any nonland permanent with mana value two or less. It’s clean and versatile. Reminds me of Abrupt Decay.

Lorehold Charm has great blowout potential. The +1/+1 and trample at instant speed is sure to swing some games. All the charms are powerful. The effects are small. But the power is in the flexibility.

Elder Dragons

Each school has a Dragon. They all play into instants/sorceries in a unique way.

Lorehold, the Historian, gives instants and sorceries in your hand, Miracle 2. Keep two mana up. Lorehold discards then draws a card on each opponent’s upkeep. You will run away with games. Victory Chimes and Bender’s Waterskin are perfect inclusions!

Prismari, the Inspiration, gives your instant and sorcery spells a storm. It’s a seven mana red-blue dragon. What did you expect? This effect is incredibly powerful, but seven mana is a big ask. You will have the most success if you can cast Prismari and cast a spell in the same turn. Jeska’s Will, Mana Geyser, Seething Song, tap an Island play Prismari. Even if an opponent has a removal spell, don’t worry. You can still cast an instant in response for some value.

Quandrix, the Proof has cascade, and gives your instants/sorceries cascade. They are similar to Prismari. You get the most value by holding out for a big turn. Set up Quandrix alongside cost reducers or effects that cheat on mana. Even if Quandrix is targeted, you can cast Dig Through Time or Gush in response. Maybe you’ll cascade into a counterspell.

Silverquill, the Disputant, gives your instants and sorceries casualty 1. Shoutout to New Capenna. Casualty lets you copy the spell as long as you sacrifice a creature with one or more power. Silverquill will grow out of hand. Raise the Alarm makes two tokens in the early game. Sacrifice them to feed bigger spells down the line. In a pinch, you can also sacrifice Silverquill to pay the casualty cost. A last-ditch effort when he is going to die anyway.

Witherbloom, the Balancer, the final dragon. They have an affinity for creatures. Mana value of eight. You will cast them for two. This dragon gives your instants and sorceries affinity for creatures. Your deck is now a balancing act. Too many creatures means you have no spells to discount. Not enough creatures, your spells are expensive. Witherbloom gets better if a creature comes with a friend. Myr Enforcer, Woe Strider, and Orcish Bowmaster help the affinity count grow.

The dragons are open-ended. They have a clear game plan. The end is murky. They are ideal for all power levels. They work well with carefully curated bracket 4 decks. Or they can fit in at a bracket 2 table with 40 lands and a mix of spells you thought looked cool. I am sure they will see a lot of play.

Highlights

White

White has great removal options in SOS. Erode costs one mana, a good rate for any kill spell; it destroys a creature or planeswalker. In exchange, the permanent controller can put a basic land into play. Path to Exile is the clear comparison. While the exile will be missed, targeting Planeswalkers is too good to pass up. Buy in bulk. Get yourself a copy for every white deck you own, plus some extras.

Blue

Blue has fantastic card draw. As usual. Flow State is a two-cost sorcery. It looks at the top three cards of your deck; one goes to your hand, and the others go to the bottom of your library. But, if you have an instant/sorcery in the graveyard, you get two of those cards instead! The barrier is tiny. Ponder, Lorien Revealed, or Rampant Growth. Don’t let this one pass you by in prerelease. I think we have a new staple on our hands.

Harmonized Trio adds to the card draw theme. One mana 1/1. It becomes prepared by tapping two untapped creatures you control. The payoff? Brainstorm. There is no sorcery stipulation. You can hold up blockers, then cast Brainstorm at the end of the turn. Consistent access to cantrips is outstanding.

Finally, let’s give the mill gamers some love. Exhibition Tidecaller is a 0/2 for one mana. When you cast an instant or sorcery, the target player mills three cards. If that spell costs five or more mana, they mill ten cards instead. Hedron Crab for spells!

I like the self-mill side. You can set yourself up with a big graveyard, then turn this on your opponent later on. Underrworld Breach combos often rely on Brain Freeze to get the job done. This is a cute backup card. Cast Tidecaller, then a Demonic Tutor. Mill three cards. Cast Demonic Tutor again. Repeat until you have everything you need for a win.

Black

Black has a great selection of removal. Withering Curse gives everything -2/-2. If you gained life this turn, it destroys all creatures instead. In the right deck, you’re going to love this.

Pox Plague is silly. It’s like Smallpox, or Pox, but bigger! Maybe someday we will get Largepox from Mystery Booster as a black border card. Pox Plague is the closest we’re ever getting to Balance. It won’t be a staple. But I am sure this will turn games on their head.

With all the destruction, reanimation would be nice! Moseo, Vein’s New Dean, is a lifegain-reanimation commander. At the end step, you reanimate something with mana value equal to the life you gained this turn. Pair this with Grave Researcher to keep the big threats coming.

Red

Blazing Firesinger is a prepared creature with Seething Song attached to it. There is so much potential here. Whether it’s saving up for an explosive turn or flickering it for infinite mana. It’s innocuous. I think it’ll surprise you.

Flashback grants flashback. For one mana, it’s a great rate. This will see play in all brackets. A removal spell, tutor, or a game-ending combo piece, there is so much you can do with this. It feels like a mini Past in Flames. It makes me wonder if it will see play in 60-card formats, too.

Green

Emil, Vastlands Roamer, has a great mana sink. For five mana, he makes a 0/0 token with a +1/+1 counter for each differently named land you control. Emil is going to find a home in the Lands decks for sure. The added bonus of giving trample to creatures with counters is a nice touch, too.

Wildgrowth Archaic has a weird mana cost. You can cast it for two, three, or four mana. It enters with a counter for each color of mana spent to cast it. Once in play, Archaic lets all your creatures enter with extra counters for each color spent on them. In the simplest case, this gives most creatures one counter. In the extreme case, your Sliver Queen enters with five counters.

Multicolor

The best multicolored card goes to Dina’s Guidance. For three mana, you search for a creature. Put it into your hand, or grave. Dina’s Guidance sets you up for so much, whether it’s a key combo or a reanimation target. Instant speed is super valuable too, as you can set up a win when your opponents least expect it.

Resonating Lute gives you some strange mana acceleration. Your lands can now tap for two mana, but this mana can only be used for instants/sorceries. Playing this on turn four means ten mana next turn. Additionally, it has the Library of Alexandria ability. You can tap to draw a card as long as you have seven cards in hand already.

Suspend Aggression is a card advantage and removal all in one. You exile a nonland permanent, and the top card of your deck. The owners of those cards can play them until the end of their next turn. Exiling a big threat here means your opponent is probably not casting it again. You could also try Dranith Magistrate to stop them from even trying to recast their spell.

Colorless

Rounding things out, there are two colorless spells I want to call out. Together as One is a colorless spell that wants you to play all five colors. It draws cards, gains life, and deals damage equal to the number of colors of mana spent to cast it. It costs six mana. If anyone finds a way to generate the secret sixth color, let me know.

The Dawning Archaic is a strange take on a colorless Commander. It’s a ten mana 7/7. But, it costs one less for each instant and sorcery in the grave. A colorless spellslinger deck is a strange idea. There are currently fewer than 30 colorless spells, but it could be a fun challenge. The archaic’s second ability lets you cast a spell from the grave whenever he attacks. Then the spell is exiled. Casting Rise of the Eldrazi or Desecrate Reality for free would be insane.

Reprints

Mystical Archive

SOS is flush with reprints. There are a handful scattered throughout the main set and Commander decks. But the real excitement is the “Mystical Archive”. They look gorgeous. We saw this before in original Strixhaven.

There are three treatments and two languages. There are English and Japanese versions. They use the same border as the original Strixhaven. The Japanese versions also come in a new “silver scroll” foil.

If you’re rare drafting at prerelease, keep an eye out for some of the high-value reprints. These cards need no introduction. Just know they carry a hefty price tag for some store credit, or could be your first step towards CEDH or Legacy.

Some less pricey reprints are here, too, with gorgeous new art. Keep an eye out for Stock Up. If you missed it in Aetherdrift, now is your time. Stock Up is outstanding. It has replaced Fact or Fiction in many of my decks. I respect Fact or Fiction in a graveyard deck, but Stock Up digs deeper and guarantees you find the two best cards in those top five.

Reprieve gets its first “in-universe” printing! The art is gorgeous. I am not too familiar with Alex Stone‘s work. He has not done a lot of cards. But he shows up in special treatments a lot. You might recognise his work on Neheb, the Eternal‘s side profile shot from Commander Masters. Going back to SOS, Stone has a total of five Mystical Archive cards. Repel Calamity is a beautiful piece calling back to Bloomburrow. It’s not very playable in Commander, but I will be delighted to play it in draft.

Sheoldred’s Edict is a great reprint. The best in Edict out there. If you didn’t get a copy of this during All Will Be One, then grab a few copies now.

Play Boosters have one Mystical Archive per pack. Collector Boosters have three. This includes the Japanese language cards. I.e, An English/German booster pack can contain Japanese Mystical Archives.

The Silver Scroll foil will only appear in Collector Boosters.

Special Guests

There are ten special guest cards in the set. They are not guaranteed like Mystical Archives. They can  be found in Play (non-foil only) and Collector Boosters (non-foil/foil).

Some are nice-to-have staples with beautiful art. Archeomancer, Grim Haruspex, and Dualcaster Mage come to mind. The chase card is Sylvan Library. A small PSA. The Library of Alexandria is included on the Magic Arena special guest list. It is on the reserved list, so we won’t be seeing a reprint anytime soon.

If you need one, you can still find old copies at Three for One’s Store.

Slow Lands

These are a great cycle of dual lands. They enter tapped unless you control two or more other lands. i.e., they enter tapped turn one and two. Strixhaven gives us a half-cycle of lands. One for each school. These are solid mid-tier dual lands. If you already have Shock Lands, these are a wonderful supplement or a budget alternative. They are five to ten euros, depending on what deck is good in Standard. They are great in any deck or trade binder.

Commander Deck Reprints

A nice mix of reprints is available in the Commander precons.

Land Tax is huge. It used to be a staple in eternal formats. Land Tax is a perfect Commander card. I hope this sets a precedent for Land Tax showing up more regularly in precons.

Adding this, we have Archeomancer’s Map and Claim Jumper. They are more modern renditions of the same effect. I am delighted to see their inclusion. Meanwhile, White Orchid Phantom is also being reprinted. Land destruction is rarely seen in Commander decks. While some don’t like it, I believe it’s an essential part of keeping things balanced. Greedy five-color decks. Game changers like Gaea’s Cradle and Field of the Dead, you need answers for those cards!

Currency Converter has been creeping up in price for a long time. Don’t sleep on this one. A one-cost artifact that digs for cards is amazing. If you’ve never tried it, please pick one up and give it a try. You will not be disappointed! A new classic with a well-deserved reprint.

Animate Dead has been getting more and more reprints. This one will always creep up in price. It sees play in Commander, Legacy, and Vintage Cube. It’s the next best thing to Reanimate itself. In some ways, Animate Dead is even more powerful than Reanimate for Commander thanks to its combo potential with Worldgorger Dragon, or its synergy with enchantress effects.

Commander Decks

Precon Overview

Five Commander precons, one for each campus.

Witherbloom brings a sacrifice theme.

Combining life gain and +1/+1 counters. Dina , Essence Brewer will keep your hands full, and life totally high.

Silverquil goads and draws cards.

It is an enchantress with a combat focus, turning your opponents against each other while drawing cards. Kellan, Decisive Mentor, makes combat messy and your hands full.

Lorehold uses the graveyard to produce tokens.

Strange. But, with rummage effects and buffs for your tokens, this deck has a lot of moving parts that play together incredibly well. Quintorius, History Chaser is a planeswalker Commander. That’s rare! Quintorius sets up your tokens and draw engine, but you’ll need to find your own way to get things out of the grave.

Prismari plays big spells.

One big spell, one big token with flying and haste. Rootha, Mastering the Moment is a fantastic engine for this deck. If you use a ritual to cast Rootha, she will make a token the turn she comes into play!

Quandrix cares about X cost spells.

Your X spells put counters on Zimone, Infinite Analyst. She reduces the cost of your first X spell. Zimone, Infinite Analyst, will grow fast! I love her second ability. She always gains two +1/+1 counters. If you are short on mana, you can still cast a spell for X=0 and still get two counters.

New Precon Cards

Commander precons are improving. The Tango lands, and the Bicycle cycles have been completed! Whether you’re a five-color deck on a budget or a Prismari mage suffering with a suboptimal manabase, these lands will round out those rough edges.

We have a new half-cycle of fetchable dual lands, too. They enter tapped unless your opponents control eight or more lands. Perfect Commander lands. They are only playable in Commander, with zero use in other formats.

But how good are they?

Let’s assume a four-player game. Everyone plays one land per turn. What turn will these enter untapped? If you’re the first or second player, the answer is turn four. For the third and fourth, they get them untapped one turn earlier.

You can express it mathematically as: t = (12 – s) / 3, where s = your seat number, and t = the turn your lands enter untapped.

I don’t think there is a “community” name for these yet. Let’s call them Octagon lands for now. There is a strong fight between the Slow lands, the Tango lands, and the Octagon lands. They all have the potential to enter untapped on turn three or four. If you run fetchlands and lots of basics, Tangos are a solid pick. In a greedier manabase, go for Octagons. If you don’t play fetches, go for Slow lands.

Realistically, you want all three of them in a two/three color deck.

Products

Secrets of Strixhaven has plenty of products on offer. Check out Three for One Trading for your sealed products and the singles we talked about today. Below is a price list for the upcoming set. Be sure to get your orders in soon.

Play Booster

Play Boosters Packs are €5 or €130 for a entire booster box.

Bundle

Bundles (48€) are a classic. They include nine boosters, 30 basic lands (15 foil), a promo, and a life counter. Plenty of packs to dip your toe into the set.

Draft Night

A Draft Night (90€) has enough packs for a four-player, pick-two draft. Lands are included. No need to go digging for basics. A bonus play booster is included for the winner of the night!

Collector Boosters

If you’re a fan of foils, Collector Boosters are €32 for a pack and €350 for a box.

Conclusion

Secrets of Strixhaven looks it is going to be a true return to the beloved college. Let us know what you think of the set, and don’t forget to check out Three for One Trading for all your Secrets of Strixhaven singles and sealed product!

About the Author

Ben Guilfoyle started playing Magic in 2015. They love to research the design of Magic. Why was this card banned? Could this silver border card actually see play? Cards that push the limits of design is what excites them. You can usually find them playing cube. This ties into their second passion: numbers. With a background in physics and statistics, they love to get in the weeds when building decks. Crunching numbers is their specialty.

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Commander Build Guide

November 15th, 2024|Commander, Constructed|

Ben Guilfoyle is taking YOU from zero to hero with his new Commander deck build guide! Learn how to build an original Commander deck from scratch with a structured guide! Ben suggests a few useful tips and tricks to not get lost in the 99.

Partners and Companions

October 18th, 2024|Commander, Constructed|

Ben Guilfoyle is taking a good hard look at all the options around and about Partners, Companions and everything in between! From Battleborn to Doctor Who, Ben goes through all the options, additional rules and how you can take advantage of them!

The Secret Power of Commander

September 13th, 2024|Commander, Constructed|

A wild new author appears: Ben Guilfoyle is now writing amazing articles about Commander for us! In his debut text, Ben takes a look at the secret power of Commander and how we can harvest banned and restricted cards from other formats. Which cards are useful for EDH, and what cards just don't make any sense in the 99?