Last updated on April 16, 2026

Professor of Symbology - Illustration by Jason Rainville

Professor of Symbology | Illustration by Jason Rainville

Todayโ€™s lesson is all about lesson cards! The release of Avatar: The Last Airbender more than doubled the number of lesson cards, and the incentives to put them in your deck increased in the same proportion. Now is as good a time as any to revisit lessons and take a look at the tech we can play.

I want to talk about all lesson cards, the interaction with the learn mechanic, and the rankings for the best lesson cards so far. Ready? Let's dive in!

What are Lessons in MTG?

Necrotic Fumes - Illustration by David Rapoza

Necrotic Fumes | Illustration by David Rapoza

Lessons are a subtype of instants and sorceries first introduced to MTG in the Strixhaven: School of Mages set, and reused in Avatar: The Last Airbender and Secrets of Strixhaven. The main difference between a lesson card and a regular instant or sorcery is that many cards interact favorably with them.

For example, many Avatar cards get stronger as you cast lesson spells, like Katara, Seeking Revenge or Sokka, Bold Boomeranger, and other cards care about having lesson cards in your graveyard.

Thereโ€™s also the original learn mechanic from Strixhaven, which allows you to fetch a lesson card thatโ€™s in your sideboard straight into your hand. You can have a deck filled with lessons that thrives on casting them, or have these as a toolbox in your sideboard for when a special need arises.

How Do Learn and Lesson Work?

Professor of Symbology

Whenever you learn you can either โ€œrummageโ€ (discard a card to draw another card) or put any lesson card from your sideboard into your hand.

You can have up to 15 different lesson cards in your sideboard in BO3, but that wonโ€™t allow you to have any other regular sideboard cards. If you want to maximize this mechanic, you'll include a few baseline good learn cards in your main deck, and a package of flexible lessons to grab from your sideboard. Unfortunately, the mechanic doesn't really work as intended in Commander, since there are no sideboards.

#36. Price of Freedom

Price of Freedom

Price of Freedom is a riff on Cleansing Wildfire, a card that saw some Constructed play not too long ago. The ability to destroy artifacts and problematic lands is at least a good way to give decks that want this a good sideboard option.

#35. Bumiโ€™s Feast Lecture

Bumi's Feast Lecture

Bumi's Feast Lecture is for the dedicated food decks. By itself, you'll minimum earthbend 2 with the Food it gives you, but you can earthbend so much more for just 2 mana in the right deck. Iโ€™d play this in decks where you can create a 4/4 or 6/6 land consistently.

#34. Introduction to Annihilation

Introduction to Annihilation

Some colors can generate huge amounts of colorless mana but don't have great removal options to sink it into. Introduction to Annihilation is good in EDH; it isnโ€™t the end of the world to give a single opponent a card, but this is last resort removal for decks that are desperate.

#33. Zukoโ€™s Exile

Zuko's Exile

Zuko's Exile is the same deal as Introduction to Annihilation, except you get instant speed removal. Itโ€™s more restrictive in what it does, but your opponent gets a Clue, and thatโ€™s usually worse than drawing a card right away.

#32. Abandon Attachments

Abandon Attachments

Each set nowadays has this effect at common or uncommon in red. This time we get it with hybrid mana, but blue usually doesnโ€™t need these. Abandon Attachments can fuel a โ€œlessons in your graveyardโ€ kind of deck, and itโ€™s the main theme of blue-red in the Avatar set.

#31. Seismic Sense

Seismic Sense

Green Ponder is interesting. Seismic Sense is bad on turn 1, but better on turns 5-6, considering how many more cards you see. I expect some weird combo decks that can ramp hard to make this close to a tutor.

#30. Shared Roots

Shared Roots

Look, thereโ€™s nothing wrong with Rampant Growth, a card that sees play in Casual EDH and rarity-restricted formats, and Shared Roots just gives us more of that. This card is usually good enough for the Standard format, and it should see some play there.

#29. Cycle of Renewal

Cycle of Renewal

Cycle of Renewal is generally worse than Harrow, but itโ€™s still good anyway. This card provides nice ramp and color fixing, and it triggers landfall twice at instant speed.

#28. Reduce to Memory

Reduce to Memory

Reduce to Memory is almost universal white removal along the lines of Generous Gift, although itโ€™s much more restrictive. You give your opponent a 3/2 creature, though sometimes you donโ€™t care at all because itโ€™s too small. This card also exiles, which is an advantage in many cases.

#27. Match the Odds

Match the Odds

If youโ€™re leaning towards ally decks, and in a typical EDH pod, itโ€™s not going to be hard for Match the Odds to make a 7/7, 8/8, or even bigger creature, and thatโ€™s for only 3 mana. I could also see playing this card in decks that have synergies with tokens or +1/+1 counters, too.

#26. Airbenderโ€™s Reversal

Airbender's Reversal

Cards like Airbender's Reversal often see play in decks like Azorius or Esper () control, considering their tendancy to stock up on instant-speed removal spells. But here, you can also take advantage of the airbending clause to mess with tokens or to blink your own value cards.

#25. Itโ€™ll Quench Ya!

It'll Quench Ya!

Quench is a somewhat playable counterspell, mainly in Standard. It'll Quench Ya! is the same thing. Spell Stutter can be a better effect, but it requires faeries, whereas this card is usually a four-of in decks that need both lessons and counterspells.

#24. Confront the Past

Confront the Past

Confront the Past is very good in midrange decks that rely on planeswalkers to be good. You can reanimate your own or destroy your opponentโ€™s. This card used to see some sideboard play so you could fetch it with learn cards, especially against strong WAR planeswalkers.

#23. Aangโ€™s Journey

Aang's Journey

Aang's Journey is a nice riff on an older lesson, Environmental Sciences. It allows you to also get a shrine, so itโ€™s a 4-mana card that tutors two cards. Considering that shrine decks are usually five colors, itโ€™s a card that should see play in these decks, because itโ€™s good at any point in the game.

#22. Illuminate History

Illuminate History

Illuminate History is an effect that allows you to discard and draw, and it can give you a 3/2 in the process. Youโ€™re not playing this card unless you want to fill your graveyard fast, or unless you have some discard synergies or drawing synergies. Iโ€™d also consider this card if you need a lot of lessons in your graveyard and theyโ€™re currently sitting in your hand.

#21. Octopus Form

Octopus Form

Octopus Form is a classic defensive trick that often sees play in blue tempo decks. Hexproof is good to grant your permanents in response to expensive removal, while untapping messes with combat. Itโ€™s an excellent way to protect your creature and keep pushing damage.

#20. Energybending

Energybending

Energybending makes the most sense in a domain deck. Thatโ€™s a 2-mana way to enable 5-color domain at instant speed. Itโ€™s also useful when you need to lean heavily towards a land type like swamps for Mutilate.

#19. Origin of Metalbending

Origin of Metalbending

Origin of Metalbending successfully fuses cards like Snakeskin Veil and Naturalize, which shows how flexible this card can be. +1/+1 counter decks might even run it in the main deck, although itโ€™s a good sideboard card for other green decks.

#18. Accumulate Wisdom

Accumulate Wisdom

Cards like Anticipate arenโ€™t that good these days, but if you can get to three lessons in your graveyard consistently, Accumulate Wisdom is a steal. In a deck filled with lessons and spells, you get to draw three cards for just 2 mana, and thatโ€™s a bargain.

#17. Water Whip

Water Whip

The effect Water Whip provides is very strong, adding both cards and tempo, and itโ€™s easily worth a 5- or 6-mana investment. In blue clue decks or some Izzet () decks that go wide with tokens, youโ€™ll be able to pay the waterbending 5 cost easily. Remember that this card's strength relies on being able to waterbend.

#16. Ozaiโ€™s Cruelty

Ozai's Cruelty

Ozai's Cruelty is just a point of damage from Blightning, a classic card, and that calls my attention. I can see this card being excellent in aggressive decks, considering that you want to strip opponent's of their cards to kill their long game while also pressuring them early. Some discard decks also like the combination of the discard effect and the damage. Itโ€™s a very appealing effect to have against a control deck.

#15. Boomerang Basics

Boomerang Basics

Boomerang Basics is a sorcery, sure, but 1-mana bounce effects are still somewhat playable, in the right decks. And considering that we have strong decks like Esper Pixie in Standard, bouncing a good permanent and drawing a card on top is very strong. Besides, it can be a very good cantrip in a lesson-heavy deck.

#14. Enter the Avatar State

Enter the Avatar State

Enter the Avatar State is an excellent combat trick for just 1 mana. It doesnโ€™t change power and toughness, which is a bummer, but you get evasion, protection, and lifelink on a single card, and that should be good enough for heroic or Voltron builds, for a start.

#13. Overwhelming Victory

Overwhelming Victory

The effect Overwhelming Victory brings is powerful because you both remove something and buff your whole team. Itโ€™s very strong to pay 5 mana to deal 5 damage to a 2/2, and all your guys get +3/+0 and trample. If youโ€™re not sure if itโ€™s worth 5 mana for this effect, remember that most Overrun effects are in that mana range, and this one can be used to defend as well.

#12. Reckless Blaze

Reckless Blaze

Reckless Blaze is a 5-damage sweeper with upside. Sometimes youโ€™ll sweep the board and lose some of your creatures, but youโ€™ll have enough mana to follow with a card or two to offset your losses. Some decks actively want to deal damage to their own creatures, and this card will do just fine there.

#11. Elemental Teachings

Elemental Teachings

Elemental Teachings allows you to fetch four lands, and your opponent chooses which ones go straight to the battlefield tapped and which ones go to your graveyard. Besides fueling some combos that require lands, the best way to maximize this card is with Crucible of Worlds and similar cards so that you're playing those lands no matter what.

#10. Secret of Bloodbending

Secret of Bloodbending

Secret of Bloodbending offers two options: Either you control your opponentโ€™s next combat step, or their whole turn. The difference is just in waterbending 10, which isnโ€™t the easiest thing to do. Iโ€™m rating this card only based on the cost, because sometimes, controlling a player during combat is enough to cause huge damage at the table. And of course, we all know how powerful Mindslaver effects are, if you can get to that.

#9. Desperate Plea

Desperate Plea

Desperate Plea is an interesting riff on your typical โ€œsacrifice a creature to destroy anotherโ€ effect in black. Itโ€™s a mix of removal and reanimation, and even in Standard, you can use this card with cheap 4-power creatures, like Monoist Sentry or Sunset Saboteur. The best aspect of this card is to choose both so you can sacrifice a creature, destroy another one, and get another creature back in the same spell.

#8. Mascot Exhibition

Mascot Exhibition

Mascot Exhibition isnโ€™t the late-game powerhouse it once was, a card that was easy to include in the sideboards and fetch with learn. Still, cards that can generate that many tokens are strong, and itโ€™s better when you have colorless incentives or token doublers.

#7. Waterbenderโ€™s Restoration

Waterbender's Restoration

Yes please to this great mass blink effect! For Waterbender's Restoration to work, youโ€™ll need to do some waterbending, but you can actually tap the creatures you blink (if theyโ€™re untapped, of course). Just paying 2 mana to escape from a wrath effect looks like a steal.

#6. Germination Practicum

Germination Practicum

Germination Practicum is super powerful and I want to rank it higher, but the other lessons from Secrets of Strixhaven are just too fantastic. If opponents know what's good for them, they'll keep you under five creatures. If they can't, they're looking at a minimum of adding 10+ power to your side of the board each turn.

Green barely needs to sneeze to find perfect synergistic cards to layer on with Germination Practicum, and just to jog your memory, green alone has access to juicy +1/+1 counter cards like Inspiring Call, Court of Garenbrig, and Bristly Bill, Spine Sower.

#5. Echocasting Symposium

Echocasting Symposium

You need a half way decent creature to get good results from Echocasting Symposium. If you're jamming any non legendary creature of five mana value or better, consider this symposium a success.

#4. Decorum Dissertation

Decorum Dissertation

Decorum Dissertation sounds on rate at first, but the simple fact is an extra two cards per turn is such good card draw, it's worth the life loss. In the pinch of the end game, the flexibility to not cast it or target your opponent makes this loads better than some of black's most famous spells.

#3. Improvisation Capstone

Improvisation Capstone

I love improv and can't wait to pull this out of my chaos Commander deck.

There is a ton of freedom with Improvisation Capstone and you can still hit an Omniscience and โ€œstopโ€ there. Free spells are ridiculous and going to win you the game.

#2. Restoration Seminar

Restoration Seminar

Restoration Seminar represents a flexible reanimation spell you get each turn and after two turns you come out way ahead on mana. The game's most powerful enchantments, artifacts and planeswalkers can't be brought back by your typical reanimation spell, but this is a new paradigm.

#1. Redirect Lightning

Redirect Lightning

Redirect Lightning is just Deflecting Swat, right? Well, itโ€™s not the same thing, but just comparing a lesson printed in a Standard set with a cEDH staple shows that this card is in a different ballpark. I donโ€™t see this doing a lot of tricks in 20-life formats, but certainly in 40-life ones.

Best Lesson Payoffs

The best payoffs for playing with lesson cards are the learn cards of course, because youโ€™ll need them to fetch the lesson. Cards that trigger whenever you cast an instant or sorcery spell are also fair game. They were made to support the magecraft mechanic, so cards with magecraft and prowess are a good fit.

Lier, Disciple of the Drowned

There are several ways to recur an instant or sorcery from your graveyard, with Lier, Disciple of the Drowned being an example that shared the Standard spotlight with lessons. Lier lets you cast every instant or sorcery in your graveyard with flashback, which has obvious synergy with lesson/learn.

Many cards in Avatar: The Last Airbender are straight-up payoffs for playing lessons. Accumulate Wisdom allows you to draw three cards for just 2 mana, if you have three or more lessons in your graveyard, so itโ€™s an interesting payoff for a spellslinger deck filled with lessons. Bumi, King of Three Trials works in a similar way, and it gives you more advantages if you have more lessons in your graveyard. Also, Ran and Shaw gives you twice the number of dragons.

If you have three or more lessons in your graveyard, you can attack and block with The Lion-Turtle, a strong 3/6 creature for 3 mana. Toph, Hardheaded Teacher earthbends 2 instead of 1 if you cast lesson spells.

Sokka, Bold Boomeranger helps you to put lessons in your graveyard for many purposes, and each time you cast a lesson, you strengthen Sokka right away. Iroh, Grand Lotus gives lessons in your graveyard flashback at a discounted rate.

Can Lesson Cards Be in the Main Deck?

Yes, you can run lessons in the main deck, where they'll function as a regular instant or sorcery. They canโ€™t be put into your hand as an effect of the learn ability since it only gets a lesson from your sideboard.

Do Lesson Cards Go to the Graveyard?

After lessons are cast they behave as regular instants or sorceries, so they go to the graveyard when they resolve. They can be flashed back with Snapcaster Mage or Lier, Disciple of the Drowned, or returned to your hand via Archaeomancer.

Many Avatar: The Last Airbender cards pay you off for having lesson cards in your graveyard like Iroh, Grand Lotus or Ran and Shaw.

Can Lessons Work Without Learn Cards?

Yes, they can. In your deck, lessons work as a regular instant or sorcery card. Learn only applies when lessons are in your sideboard and you want to fetch them. A good example is the Avatar: The Last Airbender set, where many new lessons were printed, but without a single learn card in the set.

Can You Use Lessons in Commander?

Itโ€™s not possible to learn and get a lesson from outside the game in Commander. Commander decks donโ€™t have a sideboard, so youโ€™ll need to discard a card and draw an extra card whenever you learn. Lessons can be added as usual to your Commander deck among the 99.

How Do Lessons Work in Arena?

There are no learn cards in current Standard, so youโ€™ll play the lesson cards in your main deck or sideboard, and youโ€™ll treat them like youโ€™d treat any other card. Hereโ€™s an example of a trusty WU deck I used to play in Standard with some lessons added. You can easily identify lessons because they have a white circle before the cardโ€™s name.

Lessons on MTG Arena

The idea here is to have a control shell with a lot of counterspells, some removal spells, and good value creatures to stabilize. Some lessons offer the ability to airbend, so you can airbend Beza, the Bounding Spring or Marang River Prowler for great value.

Now letโ€™s say youโ€™re brewing a Pioneer/Historic deck and you have some learn cards in your deck, like Professor of Symbology. In this case, you might want to put lessons in your sideboard so that you can find them with the learn ability.

Hereโ€™s how your sideboard might look.

Lessons on MTG Arena

In this example, there are 15 slots total, seven for best-of-one, and the other eight for best-of-3. Iโ€™ve just put together different cards you might want to play in your sideboard to have a toolbox of sorts. Thereโ€™s late-game gas in Mascot Exhibition, or some extra removal in Reduce to Memory. If youโ€™re playing best-of-one only, you can only use the first seven sideboard slots, so be warned. In Best-of-three, it doesnโ€™t make a difference in which slot the card is in.

Wrap Up

Start from Scratch - Illustration by Bayard Wu

Start from Scratch | Illustration by Bayard Wu

The lesson/learn package is one of Strixhavenโ€™s main characteristics as a set, and one that was designed and developed to highlight instants and sorceries that you might learn by attending Strixhaven. Avatar: The Last Airbender takes this concept even further by reflecting Avatar Aangโ€™s lessons along the way to learn all the elemental bending skills, and the set bumps the power level up a notch.

This mechanic offers versatility in deckbuilding by letting you search for โ€œsilver bullet cardsโ€ that can excel in a matchup or two. It's also always card advantage to tutor for a lesson.

Whatโ€™s your experience with lesson and learn cards? Let me know in the comments below or over in the Draftsim Discord. Donโ€™t forget to grab Arena Tutor if youโ€™re playing on MTGA. Itโ€™s free and will give you useful information regarding your collection, suggest Draft picks, and will even try to predict what deck your opponents are playing based on the metagame and their known cards.

Thatโ€™s all from me for now. Stay safe, stay healthy, and wash your hands!

Follow Draftsim for awesome articles and set updates:

Add Comment

Your email address will not be published. Required fields are marked *