Learn

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Learn
[[File:{{#setmainimage:Icon Learn.png}}|70x70px]]
Keyword Action
Introduced Strixhaven: School of Mages
Last used Strixhaven: School of Mages
Reminder Text 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.)
Storm Scale 6[1]
Statistics
22 cards
{W} 18.2% {U} 22.7% {B} 13.6% {R} 22.7% {G} 13.6% {W/B} 4.5% {B/G} 4.5%
Scryfall Search
keyword:"Learn"

Learn is a keyword action introduced in Strixhaven: School of Mages.[2][3][4]

Description

Learn is strongly correlated to the Lesson subtype, a class of instants and sorceries that are designed to live in the sideboard. A Learner may reveal a Lesson card from outside the game and put it into their hand. Most cards with Learn are not satisfactory spells if not for the extra Learn rider, and inversely most Lesson spells are slightly overcosted in their effects. However, combined, they produce strong resource, being able to tailor for many situations if the drafter or builder had the foresight to bring the right Lessons. However, there can only be so many Lessons one can access; at the point in which the Learner runs out of lessons, they may also discard a card to draw a card. Constructed players have to fit their "lessonboard" in their 15-card sideboard, whereas drafters have a much greater space for Lessons, but fewer Lessons during their drafts.

Learn has similarities to Investigate (a rider that appears on many cards as an extra resource), Aftermath (a single card producing two different spell effects), and interestingly Contraptions (a selection of outside resources that is activated by otherwise weaker cards).

Rules

From the glossary of the Comprehensive Rules (June 7, 2024—Modern Horizons 3)

Learn
A keyword action that lets a player add a Lesson card to their hand from outside the game or discard a card to draw a card. See rule 701.45, “Learn.”

From the Comprehensive Rules (June 7, 2024—Modern Horizons 3)

  • 701.45. Learn
    • 701.45a “Learn” means “You may discard a card. If you do, draw a card. If you didn’t discard a card, you may reveal a Lesson card you own from outside the game and put it into your hand.”

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

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.)

References