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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.
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.
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.
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}.
Enchant creature
Enchanted creature gets +1/+1 and has menace and trample.
When this Aura is put into a graveyard from the battlefield, draw a card.
Plot {R} (You may pay {R} and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
(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.