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Legendary Creature — Ogre Crab Wizard
Flying Prowess, 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.
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“Flying prowess wizard that punishes targeters and wins via evasive damage.”
Ruric Thar is a flying prowess creature that gets smarter the more noncreature spells you cast—and punishes opponents for targeting it. The core gameplan is to load up on cheap instant-speed spells (cantrips, protection, interaction) that trigger prowess twice each, growing Ruric into an evasive threat while drawing cards whenever enemies try to remove or restrict it. You're playing a tempo-control shell: cast spells to pump your flyer, draw cards off targeted removal, then swing for commander damage before opponents stabilize. The deck wins by turning Ruric into a 12+ power flying threat by mid-game, then protecting it with counterspells and instant-speed tricks.
In the Reality Fracture era, blue planeswalkers like The Theorist (which draws you cards and generates tokens) and Chandra, Chill of Compliance (which surveil and filter your spells) pair beautifully with your spell-heavy gameplan. Consider mixing in a light Superfriends package—these compressed walkers are cheap, untap lands, and generate card advantage without bloating the mana curve. Your instant-speed suite should include cantrips (Opt, Consider), counterspells (Spell Pierce, Counterspell), and targeted interaction (Swords to Plowshares, Rapid Hybridization) to both enable prowess and exploit Ruric's draw trigger.
Strategy generated by Tapped Decks AI. Not affiliated with Wizards of the Coast.
Replace pricey counterspells (Force of Will, Daze) with Spell Pierce, Counterspell, and Spell Snare; swap planeswalkers for cheaper generics like Teferi, Time Raveler or budget cantrips.
Inclusion = % of Ruric Thar, Biomagus decks running this card. +lift = percentage-point boost over the format average.
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