Starting intensity 0
Whenever a creature you control with flying enters, if this creature is named Awestruck Cygnet, cards you own named Awestruck Cygnet intensify by 1.
As long as this card's intensity is 3 or more, it has base power and toughness 4/4, has flying and vigilance, and is named Radiant Swan.
Offspring {2} (You may pay an additional {2} as you cast this spell. If you do, when this creature enters, create a 1/1 token copy of it.)
Valiant — Whenever this creature becomes the target of a spell or ability you control for the first time each turn, Mice you control get +1/+0 until end of turn.
Enchantment spells you cast have convoke.
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, conjure a card named Mothlight Processionist into your hand. Discard that card at the beginning of the next end step.
Flying
At the beginning of combat on your turn, target creature you control perpetually gets +1/+0. Then choose a creature card in your hand. It perpetually gets +1/+0.
Offspring {2} (You may pay an additional {2} as you cast this spell. If you do, when this creature enters, create a 1/1 token copy of it.)
At the beginning of combat on your turn, target Mouse you control gains your choice of double strike or trample until end of turn.
Whenever one or more Mice you control attack, draft a card from Recruit Instructor's spellbook.
Valiant — Whenever Recruit Instructor becomes the target of a spell or ability you control for the first time each turn, create a 1/1 white Mouse creature token.
Haste
Whenever Valiant Emberkin enters or attacks, target creature you control perpetually gets +1/+0.
If a creature you control becoming the target of a spell or ability causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Whenever another creature you control enters, it gets +2/+0 and gains haste until end of turn.
When Enduring Courage dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Enchant creature you control
When this Aura enters, exile target nonland permanent an opponent controls until this Aura leaves the battlefield.
Enchanted creature gets +1/+0 and has lifelink and ward {2}.
(As this Saga enters and after your draw step add a lore counter. Sacrifice after III.)
I — All creature cards you own with mana value 2 or less perpetually get +1/+0.
II — Seek a creature card with mana value 2 or less and put it onto the battlefield.
III — Creatures you control with mana value 2 or less gain flying until end of turn.
{T}: Add {C}.
{T}: Add {W}. Spend this mana only to cast a creature spell.
{1}{W}, {T}, Sacrifice this land: Look at the top six cards of your library. You may reveal a Bat, Bird, Mouse, or Rabbit card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
{T}: Add {C}.
{T}: Add {R}. Spend this mana only to cast a creature spell.
{R}, {T}: Target Lizard, Mouse, Otter, or Raccoon you control gets +1/+0 and gains haste until end of turn. Activate only as a sorcery.
This land enters tapped.
{T}: Add {R} or {W}.
{1}{R}{W}: This land becomes a 2/2 red and white Ox creature until end of turn. It's still a land.
Whenever this land attacks, put a +1/+1 counter on target creature you control.
During your first three turns of the game, Captivating Crossroads enters tapped if you were the starting player.
As Captivating Crossroads enters, choose a color.
{T}: Add one mana of the chosen color.
Total Cards: 60
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