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 —• You lose 2 life. Destroy target creature or planeswalker.• You lose 2 life. Empower Jace 6. (Put six loyalty counters on a Jace token you control. If you don't control one, first create a blue Face planeswalker token with "[-1]: Surveil 1" and "[-3]: Draw a card.")
You may reveal exactly two cards you own with different names from outside the game. An opponent chooses one of them. You put that card into your hand.
FlyingAt the beginning of each end step, if you've drawn three or more cards this turn, create a 3/3 blue Angel creature token with flying.: Until end of turn, whenever Lyra deals combat damage to a player, draw two cards.
FlashFlyingWhenever this creature attacks, draw a card, then discard a card.When this creature dies, if it isn't a token, create a token that's a copy of it.
Exile target creature or planeswalker. If that permanent's mana value was 3 or less, return it to the battlefield tapped under your control. Exile it at the beginning of the next end step.
Ward—Discard a card.Whenever a creature an opponent controls enters, Gideon deals 1 damage to that player.Whenever an opponent activates a loyalty ability, Gideon deals 1 damage to that player.
When Way of the Pyromancer enters, 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.")Planeswalkers you control have "[+1]: Add ."
Flying, prowessThis creature enters prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)Each player may discard their hand and draw seven cards.
Draw two cards. Then you may exile this spell and four cards named Sphinx's Approach from your graveyard. If you do, search your library for a Sphinx creature card, put it onto the battlefield, then shuffle.A deck can have any number of cards named Sphinx's Approach.
FlashFlyingWhenever this creature attacks, draw a card, then discard a card.When this creature dies, if it isn't a token, create a token that's a copy of it.
When this creature enters, you may sacrifice a land. If you do, create two tapped Heartwood tokens. (They're red and green artifacts with ": Add or .")Tap two untapped artifacts you control: Put two +1/+1 counters on this creature.
You may reveal exactly two cards you own with different names from outside the game. An opponent chooses one of them. You put that card into your hand.
ProwessThis creature enters prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)Until end of turn, whenever you tap a Mountain for mana, add an additional .