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.
Target creature or planeswalker an opponent controls that's red or white loses all abilities until end of turn. Target creature you control deals damage equal to its power to that permanent.
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.
This spell can't be countered.Reach, vigilance, trampleRuric Thar has hexproof as long as they haven't dealt combat damage yet. (They can't be the target of spells or abilities your opponents control.)
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.
Target creature or planeswalker an opponent controls that's red or white loses all abilities until end of turn. Target creature you control deals damage equal to its power to that permanent.
As an additional cost to cast this spell, behold a Jace or pay . (To behold a Jace, choose a Jace you control or reveal a Jace card from your hand.)Counter target spell. 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]: Surveil 1" and "[−3]: Draw a card.")
Choose one —• Fulminous Forte deals 1 damage to each creature and planeswalker your opponents control.• Fulminous Forte deals 5 damage to target creature or planeswalker.
Destroy target creature or planeswalker with mana value 3 or greater. Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)