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Lesson
Lesson
Spell Type
(Subtype for instant/sorcery spells)
Storm Scale 6[1]
Statistics
20 cards
{C} 25% {W} 10% {U} 10% {B} 10% {R} 10% {G} 10% {W/B} 5% {U/R} 5% {B/G} 5% {R/W} 5% {G/U} 5%
as of Strixhaven: School of Mages
Scryfall Search
type:"Lesson"
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Lesson is a spell subtype seen exclusively on sorceries and instants. It was introduced in Strixhaven: School of Mages.[2][3] It is closely connected to the learn mechanic.

Description[ | ]

Lesson is a spell subtype found on some instant and sorcery cards. The Lesson subtype has no special rules associated with it.

When learning you may reveal a Lesson card from outside the game and put it into your hand. There is a wide variety of Lesson cards to represent a wide variety of areas of study, e.g. token generation, removal, card draw, etc. Lesson cards are marked by the depiction of a scroll in the upper left corner.

If you want, you can also play a Lesson card in your deck, but in that circumstance, it can't be fetched by learning. Lessons are weak by design, though, so do so at your own peril.

History[ | ]

In Strixhaven Lessons only appeared on sorceries. In Strixhaven booster packs, there was a dedicated slot for common or rare Lessons, but if there was a rare Lesson there would be another common.

Mystery Booster 2 featured a white-bordered reprint of Environmental Sciences, and two test cards with the lesson type: Pyromancy 101 and There-theyre-their. The latter is the first Instant with the Lesson subtype.

Rules[ | ]

From the Comprehensive Rules (November 8, 2024—Magic: The Gathering Foundations)

  • 205.3k Instants and sorceries share their lists of subtypes; these subtypes are called spell types. The spell types are Adventure, Arcane, Lesson, and Trap.

Rulings[ | ]

  • If a card is brought into the game from outside the game, it will stay in the game until it ends or until its owner leaves the game, whichever comes first.
  • If you bring a card into the game from outside the game in a Constructed tournament (or a Constructed game played under tournament conditions), you may select only a card from your sideboard. In casual Constructed games, the card comes from your collection.
  • If you bring a card into the game from outside the game in a Sealed Deck or Booster Draft event, you may select only a card that is in the card pool that you built your deck from.
  • The official Commander rules don't include sideboards, but if you're using them anyway or casually allowing players to get cards from their collections, cards you bring into the game from outside the game can't share a name with any card in your starting deck.
  • If instructed to learn, you may do nothing. Discarding a card and putting a Lesson card into your hand are both optional.
  • Although you may want to include Lessons in your sideboard if you're playing with cards that instruct you learn, Lesson cards can be included in your main deck like other instant or sorcery cards.

Example[ | ]

Example 1

First Day of Class {1}{R}
Instant
Whenever a creature enters the battlefield under your control this turn, put a +1/+1 counter on it and it gains haste until end of turn.
Learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.)

Example 2

Necrotic Fumes {1}{B}{B}
Sorcery — Lesson
As an additional cost to cast this spell, exile a creature you control.
Exile target creature or planeswalker.

Gallery[ | ]

References[ | ]

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