Last updated on April 8, 2026

Stock Up | Illustration by Dominik Mayer
The bonus sheet is a concept that goes all the way back to Time Spiral, where Wizards of the Coast first tried it out. They're not the same from set to set. Sometimes they're sporadic, with cards on the bonus sheet appearing only in some packs.
In other sets, you're guaranteed to see one in every booster you rip open. The Mystical Archive bonus sheet in Secrets of Strixhaven is the latter, with every single pack having an iconic spell from Magic's past.
The Texture of a Format

Giant Growth | Illustration by Alex Stone
When you know that you're getting a card from the bonus sheet in every pack, it tends to have an impact on Draft and Sealed. We saw it most recently in Outlaws of Thunder Junction, where every pack had a card from the Breaking News bonus sheet, including cards such as Reanimate and Mana Drain at higher rarity. However, it's the cards at uncommon on these bonus sheets that shape formats the most, as they're simply opened more often.
Due to recently announced rarity drop rates, you can rely on uncommons appearing far more frequently in comparison to higher rarity cards. This effectively shrinks the card pool, which means you can expect to see these uncommons in most drafts.
White Uncommons
Hop to It is an obvious stand out. It was great in Bloomburrow, and there's no reason to think it would be any different in this set. Conversely, Duty Beyond Death was great in Tarkir: Dragonstorm because of all the creature tokens, which aren't as present in Secrets of Strixhaven. Repel Calamity is removal at instant speed for two mana, which is a rate that makes it feel great to play. Although this won't hit everything, and having multiple copies can sometimes feel a bit clunky, the first copy is always great.
Requisition Raid falls into a similar camp with Duty Beyond Death. You likely won't see too many artifacts or enchantments, and your board probably won't be wide enough for the counters to be worth it, so this is strictly a sideboard card. Helping Hand makes its return, and it looks promising for Lorehold decks, as these builds very much care about the graveyard.
Blue Uncommons
There are two counterspells at uncommon in blue that we've seen so far on the bonus sheet: Disdainful Stroke and Spell Pierce. Spell Pierce could be quite good here, as there is such a heavy focus on instants and sorceries, and many creatures come with prepared spells attached.
We also have two card draw spells: Deduce and Stock Up. Both of these were great when we saw them the first time around, and there's no reason to think they won't be great here, especially Stock Up.
Black Uncommons
It's not surprising that three of the five black uncommons we've seen so far on the bonus sheet are removal spells. Removal is always at a premium in limited, but not all removal spells are equally good. Bitter Triumph is a good card: destroying a creature or planeswalker for two mana at instant speed and only asking that you discard a card or pay 3 life is sweet.
Feed the Swarm seems a bit less good in comparison. If this were a set with more enchantments, it might be a different story.
Locust Spray rounds out the removal at uncommon, although it will often feel more like a combat trick.
Other than removal, there is also Stargaze and Zombify. Stargaze is expensive and slow, the life you lose is a real cost. It likely won't be good unless the format is on the slower side, and you still likely won't want to be playing it without some amount of lifegain in your deck. but if you're playing a Witherbloom deck that shouldn't be too difficult. Zombify is a reanimation spell, and those are often not the best in Limited, and I don't expect this to be much different. It's worth consideration in your deck if you have a high number of big things to bring back, which could be relevant.
Red Uncommons
It feels like red gets some of the best cards at uncommon on the bonus sheet, with Abrade, Burst Lightning, and Monstrous Rage. Abrade is always good whenever we see it, as it's just good on rate and it has a bit of flexibility. Burst Lightning is also great, as it's removal early, can hit bigger things later, can hit your opponents to close out a game, and with its kicker it can also trigger opus abilities, which I expect to be very relevant. Monstrous Rage is perhaps a bit less good in this set, but it's still a highly efficient combat trick that permanently buffs your creature.
Aside from these, red also gets Bulk Up and Return the Favor, both of which were not stellar in their original limited environments. That being said, they seem much better positioned in this set. Bulk Up has flashback which means it fits in with what Lorehold is doing in the set at large and is therefore at least worth considering, and Return the Favor seems like it may just be a generally good card with how much instants and sorceries matter in this set.
Green Uncommons
Green gets a variety of effects at uncommon. It gets a good punch spell with Knockout Maneuver, although this kind of effect requires you to have big enough creatures to make it feel good, but the counter goes a long way to making this a generally good removal spell in limited. Giant Growth returns, and while it feels like a nice combat trick sometimes, the shape of Limited these days makes this card feel a bit lackluster. Royal Treatment on the other hand is the kind of card that feels much better, as protecting a creature and giving it an aura that sticks around is something that feels more relevant to the outcome of games.
Shared Roots is a card that I suspect will be great if you're playing a Quandrix deck or are splashing extra colors, and it will feel amazing when you play it on turn two, and a lot less good when you draw it late, but this kind of effect is generally worth it. Pick Your Poison rounds out the uncommons from green that we've seen so far, and this a card that you should only play out of your sideboard, as it's just too narrow and there will be decks that you play against where this won't hit much of anything that matters.
Wrap Up

Reprieve | Illustration by Alex Stone
While we don't have a complete list yet, these cards we've seen so far comprise a majority of what you'll be seeing in the back of your packs. Knowledge is king at Strixhaven, and hopefully you can use this knowledge to get an edge in your drafts and at Prerelease. And there truly is no greater joy than catching your opponent off guard with a flashy spell they didn't even know was in the set.
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