Best Secrets of Strixhaven Cards for Commander

Secrets of Strixhaven reprinted Force of Will at one-per-pack rates and stapled storm to a 7/7. Here are the 20 cards actually worth building around or buying

Share
Best Secrets of Strixhaven Cards for Commander
"Force of Will" — Secrets of Strixhaven Mystical Archive · Art by Rovina Cai · © Wizards of the Coast
Force of Will
Force of Will

Secrets of Strixhaven is doing something no set in recent memory has attempted: shipping Reserved List workarounds, reprinting Force of Will at one-per-pack rates, and stapling storm to a 7/7 body, all in the same 275-card set. The Mystical Archive alone is a financial rearrangement of the secondary market. The new mechanics, Prepared, Paradigm, and five Elder Dragons that each hand a different broken keyword to your entire instant and sorcery suite, are a legitimate design story on top of the economics story. These are not the same set wearing the same packaging. They are two very different arguments about what Commander needs right now, printed on the same cardboard.

This article covers both. The twenty ranked entries below are the cards actually worth building around or buying. A separate section after the ranking handles the Mystical Archive as a financial guide, because the price trajectory of Vampiric Tutor and Force of Will deserves its own conversation rather than a parenthetical in a card review.

The new mechanics are fundamentally different from prior designs. Paradigm is Epic from Saviors of Kamigawa stripped of the clause that made Epic unplayable, which means it is effectively a different mechanic entirely. Prepared turns creatures into spells-on-a-stick that recharge under the right conditions. The Elder Dragons each function as a permanent enchantment stapled to a flying body with real stats. None of this is incremental design. Some of it is going to cause problems at tables that thought they were having a casual game.

Let us get into it.

Restoration Seminar

Restoration Seminar
Restoration Seminar

Restoration Seminar costs seven mana to reanimate a nonland permanent from your graveyard. That is the whole card. Seven mana sorcery, return a permanent, done. At that rate it is barely holding the door open on the bottom slot of this list, and it would not be here at all except for one word: Paradigm.

Paradigm is the set's mythic sorcery mechanic, and it works like this. You cast the spell, it resolves, then exiles itself. After that first resolution, at the beginning of each of your first main phases, you may cast a free copy from exile. No mana. Every turn. Paradigm is Epic without the "you can no longer cast spells" rider that made Epic a novelty rather than a strategy. The short version: cast it once, get it back for free every turn forever.

For Restoration Seminar that means one seven-mana investment buys you permanent recursion for the rest of the game. In a reanimator shell that is a genuine long-term engine. It is still the weakest Paradigm spell in the set because it does nothing until you have something worth recurring, and the initial cost is steep. But calling it unplayable would be unfair. It is a normal and bad idea to cast this in a deck without a graveyard strategy. In a deck with one, it becomes a legitimate permanent recursion engine after the first casting, and that is the only justification it needs.

Mathemagics

Mathemagics
Mathemagics

Here is a card whose ceiling is technically infinite and whose floor is one card drawn for two blue mana and zero generic mana, which would be impressive if that were the joke. It is not. The card draws 2 to the power of X cards. At X equals zero you draw one card. At X equals five you draw thirty-two. At X equals ten you draw 1,024, which is more cards than exist in your deck, which means you have basically invented a different game during someone's Commander game.

The real problem: drawing thirty-two cards requires eleven mana, which is overkill when you could be winning instead. Mathemagics does go in Prismari, the Inspiration builds as a storm piece, and cascading into it off Quandrix, the Proof with X equals five is cinema. It is also a Paradigm-adjacent X-spell for counter synergies. The floor keeps it low. The ceiling keeps it interesting. Run it if your deck has a specific reason to dump enormous amounts of mana into a draw spell. Otherwise this is clown shoes.

Sanar, Unfinished Genius

Sanar, Unfinished Genius
Sanar, Unfinished Genius

Turn four. You are behind on board, your hand is empty, and you just cast a cantrip off pure desperation. Sanar triggers, taps, creates a Treasure. You now have a mana rock that appeared for free as a side effect of doing what you were already doing. Two turns later, Sanar's Prepared spell fires: Wild Idea, which searches your library for any instant or sorcery and puts it in hand. You tutor for exactly what the board needs. Sanar untaps unprepared and waits for the next time you cast a spell.

A two-mana 0/4 that makes Treasures whenever you cast instants or sorceries AND tutors your instant and sorcery pile once it attacks or re-prepares is undercosted in ways that will take people a few months to fully appreciate. The Treasure generation requires that you have already cast a spell that turn, which means it is not a free mana source, it is a reward for playing your deck normally. The Wild Idea tutor costs {3}{U}{R} and requires Sanar to attack or re-prepare, so you are not going to get it every turn. But in a spell-slinger shell where you are casting two or three instants per turn already, the Treasure engine alone justifies the slot. The tutor is the upside you did not know you were signing up for when you put a 0/4 Goblin in your deck.

Immoral Bargain

Immoral Bargain
Immoral Bargain

Think of this as a Vindicate that scales. Vindicate costs three mana and destroys one permanent. Immoral Bargain costs three mana plus X creatures and destroys X permanents. In a vacuum that sounds like a strict downside. In a dedicated sacrifice deck running thirty token generators and a Sac outlet on every street corner, the cost is invisible and the effect is a one-sided board wipe for three mana.

The criminally underrated detail here is that Immoral Bargain hits nonland permanents, plural, with no restriction on type. Artifacts, enchantments, planeswalkers, creatures: all gone. You choose the targets. Your tokens, which were going to die to a board wipe anyway, become the removal spell instead. In an aristocrats shell this is a first-pick removal piece. Outside that shell it is a normal and bad idea because the additional cost is real when you have five creatures and no token generation to replace them. Bracket two through four in the right strategy. Clown shoes outside of it.

Changing Loyalty

Changing Loyalty
Changing Loyalty

Changing Loyalty does three things no other aura in Commander does simultaneously, and the combination is uniquely obnoxious. Flash lets you cast it on an opponent's end step, dodging the sorcery-speed enchantment removal they were holding. Replicate means two mana per copy blankets an entire board, with each copy being a token so they multiply freely. And when an enchanted creature dies, you get it back under your control permanently: a steal effect that waits for someone else to do the killing.

The interaction with Killian, Decisive Mentor is worth noting: Killian triggers on any enchantment you control entering, not just Auras. Cast Changing Loyalty with two replicate copies and Killian sees three enchantments entering, which means three separate goad triggers to use across whatever creatures need political attention. The draw triggers come later, when those goaded creatures swing. That combination is a legitimate two-card political engine, and neither piece is particularly threatening on its own. Invisible value operating in plain sight.

Abigale, Poet Laureate

Abigale, Poet Laureate
Abigale, Poet Laureate

A 2/3 flyer for three mana that becomes Prepared every time you cast a creature spell. While prepared, you fire off a free copy of Heroic Stanza's +1/+1 counter. In token or go-wide strategies where you're casting three creatures a turn, that's autopilot counter distribution while you do other things, no extra mana, no extra effort, just a board state that keeps quietly growing.

Orzhov counters or any Silverquill-adjacent shell is where she lives. That's it. Outside that context she's fine, and I mean that in the most dismissive way possible: fine, not interesting, easy to cut, easy to forget. She's not broken, she's not a sleeper, she's just a card that does exactly one thing well and nothing else at all.

Killian, Decisive Mentor

Killian, Decisive Mentor
Killian, Decisive Mentor

The enchantment resolves. Killian triggers. You tap their Blightsteel Colossus and goad it, sending it into traffic next turn aimed at anyone but you. Two turns later, the creature enchanted by your Aura swings into an opponent, and Killian draws you a card. Three other players each have enchanted creatures. Three more draws. You have drawn four cards this turn cycle off a three-mana commander who looks entirely harmless.

That is the room-management play Killian enables. In a four-player game the ceiling on his draw trigger is one card per opponent's enchanted creature per turn cycle. The goad trigger and the draw trigger are separate abilities, and the draw specifically requires a creature enchanted by your Aura to attack. If you keep that distinction clear while building, the deck rewards you with disgusting card advantage dressed up as an enchantment support commander.

The one honest limitation: you need a reliable enchantment package to keep the draw triggers firing. Killian does nothing in a deck with five auras. He does broken things in a deck with thirty. Build accordingly.

Improvisation Capstone

Improvisation Capstone
Improvisation Capstone

It is your first main phase. Improvisation Capstone's Paradigm window opens. You exile cards from the top of your library for free until you hit cards with total mana value four or greater, then cast them all without paying their mana costs. Cyclonic Rift and a six-drop come up. The Rift bounces the board. The six-drop hits for free. You did not tap a single land for any of this. Now picture that happening every single turn.

Seven mana the first time is the entire argument against Improvisation Capstone, and it is not a strong argument in any red deck running rituals and Treasure support. After the first cast you never pay for it again. You cascade into free spells at the beginning of every first main phase for the rest of the game. In a high-mana-value red deck, the average hit off Capstone is two or three free spells per trigger. That is not value. That is a lifestyle.

Nobody is talking about this card because it has "Lesson" in its type line and it costs seven mana and the word "Paradigm" does not yet carry the reputation it deserves. Run it. This is the most underrated card in this entire set, and the fact that it is ranked thirteenth on this list is a reflection of how stacked the top twelve is, not an honest assessment of its power.

Decorum Dissertation

Decorum Dissertation
Decorum Dissertation

Yes, opponents can redirect it to themselves when their life total gets dangerous. That is the honest weakness of a card that draws two and loses two. You aim it at someone with twelve life, they point the copy at themselves, you trade a five-mana sorcery for their Phyrexian Arena with extra steps. It happens. It is annoying.

It also happens maybe once per game in a four-player pod where three people are above twenty life for most of the game, and the rest of the time Decorum Dissertation resolves as a Paradigm enchantment that draws you two cards and costs two life at the beginning of each of your first main phases, forever, for free. Phyrexian Arena draws one card and costs one life. Decorum Dissertation draws two and costs two, starting immediately with a card in your hand rather than waiting until your next upkeep. After the Paradigm loop begins, the rate is strictly better than the Arena and you never paid anything to keep it running.

One rules edge worth knowing: if the Dissertation gets countered before it resolves and exiles itself, the Paradigm loop never starts. You need it to resolve cleanly. In counter-heavy metas, protect the first cast or accept that the loop simply does not happen.

Germination Practicum

Germination Practicum
Germination Practicum

Two +1/+1 counters on every creature you control at the beginning of each of your first main phases, for free, after the first five-green-green cast. That is a faster clock than most players realize until they are on the wrong side of a combat step where the Practicum has been online for three turns and the entire board is suddenly about eight power larger than they expected.

Proliferate synergizes with this in ways that can end games. Counter-doublers turn the two-counter rate into a geometric problem for opponents. Even without support, a token deck running twenty creatures will add forty counters to its board each turn cycle after the Practicum locks in. In green, where you can reliably cast a five-mana sorcery by turn three or four, the Practicum comes online earlier than its mana cost suggests. This is a slow engine that hits hard and scales with board state, and in creature-heavy green shells it defines the clock in a way most Paradigm spells can only gesture at.

Emeritus of Ideation

Emeritus of Ideation
Emeritus of Ideation

Run this, no questions. The debate about whether Ancestral Recall attached to a creature is worth the setup cost misunderstands what this card is asking you to do. You cast a 5/5 with flying and ward two. It enters prepared. You have a free Ancestral Recall to use the moment you want it. The creature then asks you, when it attacks, to exile eight graveyard cards to reload. In a graveyard-rich deck, that condition is trivially met. In a deck with zero graveyard support, it falls apart entirely.

The honest failure mode: Emeritus of Ideation asks you to attack repeatedly to stay prepared, and in Commander, a 5/5 that wants to swing into multiple opponents is eventually dying to removal or a chump block. Ward two slows that process down but does not stop it. In a format full of graveyard hate, the eight-card exile requirement can become genuinely difficult. Build around the graveyard depth and this card is filthy. Hope it works in a deck that ignores the graveyard and it is a win-more card that draws three when you were already ahead and does nothing when you are not.

Emeritus of Woe

Emeritus of Woe
Emeritus of Woe

End of your last turn. You controlled seven creatures. Two Saprolings sacrificed themselves to Immoral Bargain. The Emeritus of Woe trigger checks: two or more creatures died this turn. The vampire becomes prepared. It is your turn. At the beginning of your first main phase, you fire the Prepared copy of Demonic Tutor for free, because that is what Prepared does. The Tutor goes on the stack. You search your library for exactly what you need and put it in your hand.

Emeritus of Woe enters the battlefield already prepared, so the first Demonic Tutor is available immediately, no setup required. After that, every end step where two or more creatures died reloads the Tutor. In a dedicated aristocrats shell where tokens die by the dozen, that condition fires every single turn. You are not tutoring once. You are tutoring repeatedly until someone removes the 5/4 body, and removing a 5/4 in black-green aristocrats while its controller is generating value on both sides of it is a difficult political proposition.

At bracket three and four, this is a premier threat. At bracket two it is probably bracket four behavior in a bracket two body. Know your room.

Quandrix, the Proof

Quandrix, the Proof
Quandrix, the Proof

There is a reason cascade has historically created problem cards. The mechanic finds free spells, and finding free spells in a format where mana is already abundant through rituals and Treasure generation produces scenarios that compress game clocks uncomfortably. Quandrix puts cascade on every instant and sorcery you cast from hand. Your counterspells cascade. Your rituals cascade. Your removal cascades into more spells, which cascade into more spells, and somewhere in that chain the game ends while people are still tracking triggers.

The Food Chain interaction is real: Quandrix itself has cascade and is a creature, which means it can serve as a Food Chain outlet for commanders that can use that package. More immediately relevant for most builds: cascade on Cyclonic Rift means the overloaded Rift cascades into another spell for free on the same turn. Cascade on a ritual means your mana generation spell finds an additional card. The spell-slinger shells that want this as a commander are the obvious home, but Quandrix upgrades any high-value Simic spell package as a utility piece even without specifically building around it. Kill-on-sight threat from the moment it resolves. Buy protection or accept the consequences.

Silverquill, the Disputant

Silverquill, the Disputant
Silverquill, the Disputant

Sacrificing a creature to casualty on every single spell sounds exhausting. You are already running removal, tutors, and draw spells, and now every one of those requires a sacrifice tax on top of the mana cost. That sounds like a steep price for copies.

Except Silverquill is a 4/4 with flying and vigilance for two white and one black, which is already reasonable stats for the cost, and in a dedicated sacrifice shell the creature supply is so abundant the casualty trigger barely registers as a cost. Immoral Bargain copied by casualty destroys twice the permanents. A tutor copied means you search for two cards. Removal copied clears two threats simultaneously. One important mechanical note: casualty requires power one or greater, so zero-power tokens do not feed it. Your 1/1 Saprolings work fine; a 0/1 Plant does not. Run token producers that generate something with a body rather than vanilla 0/1s and the restriction is nearly invisible.

The Orzhov identity also means access to the aristocrats support package, which is exactly where casualty operates best. Every instant and sorcery in your hand is two spells in a Silverquill deck. The apology rate goes up when you start double-copying your removal, but you will win the game before anyone figures out what happened.

Lorehold, the Historian

Lorehold, the Historian
Lorehold, the Historian

Lorehold is the best Elder Dragon for any deck that is not specifically built around it. This needs to be said clearly because it is true and it gets lost in the ceiling-chasing conversation about Prismari and Witherbloom. The miracle cost Lorehold grants is a flat two mana, generic, regardless of what the spell normally costs. A seven-mana sorcery in your hand is now a two-mana miracle if you draw it as your first card of the turn. A ten-mana finisher becomes a two-mana finisher. The rate is ludicrous.

The built-in loot on each opponent's upkeep is not decorative. In a four-player pod that is three additional filter opportunities per turn cycle where Lorehold is in play. Scroll Rack and Sensei's Divining Top are the obvious support pieces because they let you set up the top of your library to guarantee specific miracle draws. The play pattern is: hold a Soulfire Eruption or an overloaded Cyclonic Rift or whatever seven-plus-mana finisher you have brewed into the deck, use the loot triggers to put it on top of your library, draw it on your turn for two mana, win the game you had no business winning at two mana.

What makes Lorehold work at tables that do not have dedicated Lorehold decks is that the miracle {2} cost applies to instants and sorceries in your hand generically. Drop Lorehold into any Boros spell-slinger build and your entire hand of expensive spells becomes cheap when you draw them. The ceiling on dedicated builds is high. The floor on casual inclusion is equally good. That combination is rare and it is the reason Lorehold sits above the other underrated Elder Dragons.

Witherbloom, the Balancer

Witherbloom, the Balancer
Witherbloom, the Balancer

Here is how the loop works. You have four or more creatures in play, including at least one that can tap for green mana. Witherbloom is on the battlefield. You announce Sprout Swarm with its buyback. The total cost before reductions is five mana: one generic plus one green for the base cost, plus three generic for the buyback. Witherbloom's affinity for creatures then applies to reduce that total by one for each creature you control. With four creatures that is a total cost of one green. You tap a green creature to pay via convoke. The spell resolves, creating a 1/1 green Saproling token. The buyback puts Sprout Swarm back in your hand. The new token replaces the tapped creature in your creature count. You cast Sprout Swarm again from your hand. The loop continues until the table scoops or someone removes Witherbloom, and you now control infinite tokens.

With enough tokens to kill, you win. The critical affinity rules interaction: affinity as cost reduction applies after all additional costs including buyback are totaled, which is why the math above works. Convoke then handles whatever the affinity reduction leaves behind.

Beseech the Queen has hybrid mana costs and a mana value of six, and under Witherbloom with a wide enough board it reduces to essentially nothing. That is a free tutor attached to the combo engine. The whole package fits into a black-green shell that runs mana dorks, and with two mana dorks on the battlefield plus a third creature, you can reliably cast Witherbloom on turn three. I have seen this go off on turn four while players are still cycling through their opening hands looking for interaction. The apology rate on this deck runs high. Plan accordingly.

Prismari, the Inspiration

Prismari, the Inspiration
Prismari, the Inspiration

You resolve Prismari. The table goes silent for exactly two seconds while three players recalibrate their entire threat assessment. Then someone says "wait, everything has storm now?" and the race begins. Within the next thirty seconds at least one counterspell is aimed at Prismari, possibly two, and the pilots with five life to spare on ward protection face a very different math problem than they expected when they sat down to a casual game.

That table reaction is the tell. Prismari, the Inspiration is a permanent Thousand-Year Storm stapled to a 7/7 flying body with ward: pay 5 life. Thousand-Year Storm costs six mana and is enchantment-only, which means it folds to enchantment removal. Prismari costs seven, is a creature, has a ward cost that punishes every removal attempt with a five-life tax, and can attack for seven flying damage while the storm engine runs. The two cards are not comparable. One is a supporting piece; the other is a kill-on-sight problem.

Standard storm counts every spell cast before the storm spell this turn, not just instants and sorceries. Prismari inherits standard storm behavior, which means a creature you cast earlier in the turn counts toward your storm copies. Mizzix's Mastery overloaded on a turn where you have cast four previous spells creates five copies of every card in your graveyard. Chandra's Ignition storms into a board wipe that also drains each opponent for the creature's power, multiplied across every copy. The combo lines are not hypothetical. They are the deck's three most common win conditions.

At bracket three this is bracket four behavior. At bracket four this is the first card everyone tries to remove every game. Either way, the room changes when it resolves.

Force of Will

Force of Will

Compare this to Flusterstorm, which counters instants and sorceries for one blue mana and is already accessible at around ten dollars. Flusterstorm is excellent. It counters specific things, it has storm redundancy, and it covers most of the combo lines you care about at casual tables. Force of Will counters any spell for zero mana by pitching a blue card from your hand. Those two cards are not doing the same job.

Force of Will is the only free counterspell in Commander that does not require a specific board state to activate. You can be tapped out, you can have no lands in play, you can be at three life staring at a lethal Thraximundar attack: none of that matters. If you have a blue card in hand, you have an answer to whatever is on the stack. In Commander, where players tap out constantly to deploy their game plan, that zero-mana interaction window is unique. Nothing else does it.

At roughly $69 before this reprint, it was financially out of reach for most players. One-per-pack Mystical Archive rates historically crater prices 50 to 70 percent within a few months of release. The expected landing zone is somewhere in the twenty-five dollar range. That is not budget, but it is Commander-accessible in a way that three-month-ago $69 was not. This is the actual story for most readers. The card's power level has not changed. The price has.

Vampiric Tutor

Vampiric Tutor
Vampiric Tutor

It was $67 and it is going to be around $25. It searches for any card in your library. It costs one black mana. You already know everything else about this card. Buy it during the print run, not after. The article is over for this entry.

Prismari, the Inspiration

Prismari, the Inspiration

You knew this was going to be here. Let us talk about why it sits above a Force of Will reprint and a Vampiric Tutor reprint on a set-review list.

Force of Will and Vampiric Tutor were already legal. They were already defining card quality for the decks that ran them. The set making them cheaper is a financial story, not a design story. Prismari is a genuinely new design with a ceiling that no existing card in Commander matches. Storm on a commander with a 7/7 body, flying, and the most punishing ward cost in the format is a combination that has never existed before in this exact configuration. The power ceiling is not just high, it is not bounded in any meaningful way in dedicated storm builds.

Here is the honest competitive case: Prismari rewards you for doing what storm decks already do. Rituals become storm pieces. Cantrips become storm pieces. Board interaction becomes storm pieces. The storm copies share targets, which means a single Mizzix's Mastery with storm count four turns into five copies of the most devastating spell in your graveyard. A single Chandra's Ignition with storm count three kills everyone simultaneously. The ward cost means opponents are spending five life every time they want to even attempt interaction. In a 40-life format that is not free, but it is survivable once. Twice is difficult. Three times and someone is at fifteen life just from trying to answer a creature.

Prismari is the most dangerous legendary creature in this set, and it is going to get banned. Not managed, not hated out, banned. Build it now, while the reputation is still catching up to the reality.

The Mystical Archive Reprints: What to Actually Buy

Jeska's Will
Jeska's Will

The Mystical Archive section is where the set stops being about Magic design and starts being about Magic economics. The economics are the design here. Wizards chose these cards specifically because Commander players need them, and the one-per-pack means every booster box is essentially a Mystical Archive lottery with meaningful expected value per pull.

Here is how to think about the buying window. One-per-pack reprints historically drop prices 50 to 70 percent across the first three months of a print run, not day one. Buying at release is not the correct move. Buying three months in, after prices have stabilized at the new floor, is. Patience here is a skill.

Buy these, wait for the price to settle:

  • Jeska's Will at roughly $47 is heading to around $15. The most mana a three-mana spell has ever generated in red. Every red deck wants this.
  • Cyclonic Rift at $41 will crater to the $12-$15 range. It is the format's defining tempo swing and it has needed a reprint for years.
  • Ad Nauseam at $31 dropping to around $12 is the cEDH and storm pickup of the cycle. Unconditional draw until you stop in combo shells is irreplaceable.
  • Akroma's Will at $17 is already a staple. It will not move dramatically, but it is a better pickup at $8 than $17.
  • Awaken the Woods at $21 is the budget token-deck X-spell that has been hard to find at that price. Green token strategies just got their best ramp piece made accessible.

Already cheap or situational:

  • Flusterstorm at around ten dollars has been reprinted into the ground already. This is a convenience reprint, not a price event. Buy it if you need it.
  • Culling the Weak at $20 is a cEDH ritual that casual pods do not need. If you are building combo, this is a pickup. Everyone else can skip it.
  • Armageddon and Triumph of the Hordes are divisive. Both will drop. Both are political declarations at any table. Know your room before you run either.

Forget the Force of Will headliner. Jeska's Will dropping from $47 to $15? That changes deck-building math for budget players. The mid-tier reprints are where most Commander players actually find value, and this cycle has more of them than usual.

Cards That Just Missed

Echocasting Symposium
Echocasting Symposium

These cards did not make the list. This was not always easy.

Echocasting Symposium is a six-mana Paradigm sorcery that creates a token copy of a creature you control. After the first cast, you get a free creature clone at the beginning of each of your first main phases forever. In an ETB or token deck that is quietly disgusting and costs nothing after turn one. It missed the list because the initial six blue blue is steep and the effect is narrow. In the right shell it is cinema. In the wrong one it does nothing.

Spirit of Resilience is a graveyard payoff that can copy artifacts or creatures leaving your graveyard, which in reanimator decks creates a recursive threat that becomes whatever your most powerful dead thing was. Too build-around for a general ranking. Worth noting for dedicated graveyard strategies.

Rootha, Big-Spell Maestro is the Izzet precon face commander and copies instants and sorceries by returning itself to hand. In a dedicated spellslinger build it runs the long con effectively and generates Elemental tokens on combat damage. If you want a budget UR spell-copy commander, this is your starting point.

Final Verdict: What This Set Actually Changes

Sprout Swarm
Sprout Swarm

Secrets of Strixhaven is a great set for Commander players. Specifically, it is a great set for Commander players who either have real money to spend on Mystical Archive singles or built Witherbloom and want to loop Sprout Swarm until someone scoops. The distance between those two experiences is significant.

The most underrated card in the set is Improvisation Capstone. Free spells at the beginning of every first main phase in a high-mana-value red deck is broken in a way that the "Lesson card" type line and the seven-mana first cast are both hiding. Nobody is talking about it. You should be building it.

The most overrated card in the set is Emeritus of Ideation. A 5/5 flyer that unlocks Ancestral Recall through the Prepared mechanic sounds absurd until you account for the fact that you need to attack repeatedly and exile eight graveyard cards to keep it loaded, and Commander tables run graveyard hate constantly. You will sometimes resolve Ancestral Recall for free. You will other times watch your Emeritus die to a spot removal spell on the turn you attack, while your graveyard contains six cards and the window closes entirely.

The specific closing claim: Prismari, the Inspiration will be banned in competitive pods within 18 months. Storm on a 7/7 with ward: pay 5 life is a design that compounds too aggressively in environments where ritual packages and free spells exist. The price will reflect that reputation before the ban does. Buy before the spike. The apology rate for the people who get there early will be high. It will also be worth it.

Happy brewing.