James's Proposal: Athambia Academy, Round 2

This is an academy, and as such, there is a heavy emphasis on your creatures learning, and casting spells. New mechanic "Teach" presents you with a choice: you can cast the spell yourself, or Teach it to one of your creatures, who will use it every time they attack. Another common cycle of spells allows you to enlist a creature's aid, as you can tap an untapped creature of the appropriate color rather than pay the spell's mana cost. Learning is also shown with returning mechanic Level Up. Level Up plays differently in Athambia Academy, as most cards include tapping as the level up cost rather than mana. In this way, your creature has to forgo combat and "hit the books" in order to study and become stronger.

-James

Diminuo U
Instant
Target creature gets -2/-0 until end of turn.
Teach 2U (2U: exile this from your hand taught to target creature you control. Whenever that creature attacks, you may cast a copy of this from exile without paying its mana cost.)

Corvus Pathfinder 1U
Creature - Moonfolk Rogue
Unblockable
1/1
Athambia’s secret passageways didn’t stay that way for long.

Homesick 1U
Sorcery
Tap target creature. It doesn't untap during its controller’s next untap step. Draw a card.
A wave of sadness came over Iztali when he thought of his forest home on Naya. But the feeling quickly passed, as he watched his professor turn an inkwell into a newt.

Nimbus Pupil 2U
Creature - Moonfolk Wizard (1/4)
Level up T (T: Put a level counter on this. Level up only as a sorcery.)
LEVEL 1-3
1/4
Flying
LEVEL 4+
4/4
Flying

Conjure Guardian 2U
Instant
You may tap an untapped blue creature you control rather than pay ~’s mana cost.
Put a 3/3 blue illusion creature token with defender and flying onto the battlefield. Sacrifice it at the beginning of the end step.

Corvus Prefect 4U
Creature - Vedalken Advisor
When Corvus Prefect enters the battlefield, untap all creatures you control.
3/3

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