Return target creature or planeswalker card with mana value 6 or less from your graveyard to the battlefield.Empower Jace 2. (Put two loyalty counters on a Jace token you control. If you don't control one, first create a blue Jace planeswalker token with "[-1]: Surveil 1" and "[-3]: Draw a card.")
For each creature target player controls, create a token that's a copy of that creature, except it has haste and "At the beginning of the end step, if you don't control a planeswalker, sacrifice this creature."
FlyingPlaneswalkers you control have "No more than one creature can attack this planeswalker each combat.": Target creature with a +1/+1 counter on it gains flying until end of turn.
At the beginning of your upkeep, if this creature isn't prepared, it becomes prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)Create a Heartwood token. (It's a red and green artifact with ": Add or .")
Lands you control have hexproof. (They can't be the targets of spells or abilities your opponents control.): Return target land card from your graveyard to your hand.
Empower Jace 6. (Put six loyalty counters on a Jace token you control. If you don't control one, first create a blue Jace planeswalker token with "[−1]: Surveil 1" and "[−3]: Draw a card.")Draw a card.
This spell costs less to cast if you've cast a noncreature spell this turn.Flying, vigilanceProwess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
FlashEnchant creatureEnchanted creature gets +1/+0 and has deathtouch.When enchanted creature dies, return that card to the battlefield tapped under its owner's control.
When this enchantment enters, the owner of up to one other target nonland permanent puts it on their choice of the top or bottom of their library.Whenever you cast your first noncreature spell each turn, empower Jace 1. (Put a loyalty counter on a Jace token you control. If you don't control one, first create a blue Jace planeswalker token with "[−1]:...
Threshold — You can't cast this spell unless there are seven or more cards in your graveyard.Menace, Discard this card: Target creature gets -3/-1 until end of turn.
First strikeWhenever you cast an Equipment spell or a spell that targets a creature you control, draw a card. This ability triggers only once each turn.
FlyingProwess, prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn twice.)Whenever Ruric Thar becomes the target of a spell or ability an opponent controls, draw a card.
Menace (This creature can't be blocked except by two or more creatures.)When this creature enters, mill four cards. When you do, return target land card from your graveyard to the battlefield tapped. (To mill four cards, put the top four cards of your library into your graveyard.)
Choose one —• Counter target noncreature spell unless its controller pays .• Target creature gets -2/-2 until end of turn.• Mill three cards, then draw a card. (To mill three cards, put the top three cards of your library into your graveyard.)
Choose one —• Stingerquill Charm deals 3 damage to any target.• Target creature gains first strike and deathtouch until end of turn.• Create a 2/2 colorless Wizard Soldier creature token named Cadet. It gains haste until end of turn.
Choose one —• Stingerquill Charm deals 3 damage to any target.• Target creature gains first strike and deathtouch until end of turn.• Create a 2/2 colorless Wizard Soldier creature token named Cadet. It gains haste until end of turn.
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.): Return this card from your graveyard to the battlefield with a finality counter on it. Activate only if an opponent has been dealt noncombat damage this turn. (If a creature with a finality counter on it would die, exile it instead.)
Choose one —• Counter target noncreature spell unless its controller pays .• Target creature gets -2/-2 until end of turn.• Mill three cards, then draw a card. (To mill three cards, put the top three cards of your library into your graveyard.)
This creature enters prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)Each creature you control with a +1/+1 counter on it has vigilance.Put a +1/+1 counter on target creature. You gain 1 life.