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Flying
Whenever one or more Birds you control deal combat damage to a player, choose one —
• You may put a Bird creature card from your hand or graveyard onto the battlefield with a finality counter on it.
• Put a +1/+1 counter on each Bird you control.
• Draw a card.
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.
Flying
{3}, {T}, Tap another untapped creature you control: Venture into the dungeon. Activate only as a sorcery. (Enter the first room or advance to the next room.)
Flying
You may have this creature enter as a copy of any creature on the battlefield with mana value less than or equal to the amount of mana spent to cast this creature, except it's a Bird in addition to its other types and it has flying.
Flying
Toxic 1 (Players dealt combat damage by this creature also get a poison counter.)
When this creature enters, another target creature you control with toxic gets +1/+1 and gains flying until end of turn.
Flying
Whenever this creature or another creature you control with flying dies, return another target creature card with lesser mana value from your graveyard to the battlefield.
Flash
Flying
When this creature enters, exile target spell. It becomes plotted. (Its owner may cast it as a sorcery on a later turn without paying its mana cost.)
Spells your opponents cast from graveyards or from exile cost {2} more to cast.
Flying
Whenever Thieving Aven deals combat damage to a player, heist target opponent's library.
Whenever you cast a spell you don't own, put a +1/+1 counter on Thieving Aven.
Flash
Flying
Whenever this creature or another Bird you control enters, exile up to one target creature you control without flying. Return it to the battlefield under its owner's control with a flying counter on it at the beginning of the next end step.
Flying
Foretell {1}{U} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Ward {2}
As this creature enters, choose a creature type.
This creature is the chosen type in addition to its other types.
If a triggered ability of another creature you control of the chosen type triggers, it triggers an additional time.
Mutate {3}{U} (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Flying
Whenever this creature mutates, draw a card.
Flying
When this creature enters, exile up to one other target creature you control. Return it to the battlefield under its owner's control at the beginning of the next end step.
Equipped creature gets +1/+1 and has trample and lifelink.
{1}: Permanents your opponents control lose hexproof and indestructible until end of turn.
Equip {2}
Whenever equipped creature deals combat damage to a player, look at that many cards from the top of your library. You may exile a nonland card from among them. Put the rest on the bottom of your library in a random order. You may cast the exiled card without paying its mana cost.
Equip {2}{U}
{T}: Put a coin counter on this artifact. When you do, you may cast target instant or sorcery card with mana value equal to the number of coin counters on this artifact from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead. Activate only as a sorcery.
(Gain the next level as a sorcery to add its ability.)
If you would gain life, you gain that much life plus 1 instead.
{3}{W}: Level 2
Whenever you gain life, put a +1/+1 counter on target creature you control.
{4}{W}: Level 3
When this Class becomes level 3, return target creature card from your graveyard to the battlefield. You gain life equal to that creature's toughness.
Kicker {2}{U} (You may pay an additional {2}{U} as you cast this spell.)
Enchant creature
When this Aura enters, if it was kicked, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.
Enchant artifact or creature
When this Aura enters, you may pay {3}. If you do, tap enchanted permanent.
Enchanted permanent doesn't untap during its controller's untap step.
You may look at the top card of your library any time.
Once each turn, you may cast a creature spell with power 2 or less from the top of your library.
Gift a Food (You may promise an opponent a gift as you cast this spell. If you do, they create a Food token before its other effects. It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.")
Target creature you control gets +2/+2 until end of turn. If the gift was promised, that creature also gains indestructible until end of turn.
Target creature you control gets +1/+1 and gains hexproof until end of turn. Untap it. (It can't be the target of spells or abilities your opponents control.)
Spree (Choose one or more additional costs.)
+ {1}{U} — Counter target spell.
+ {3} — Create a token that's a copy of target artifact or creature you control.
+ {2} — Draw two cards, then discard a card.
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.)
You and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn.
Spree (Choose one or more additional costs.)
+ {1} — Destroy target artifact.
+ {1} — Destroy target enchantment.
+ {1} — Put a +1/+1 counter on each creature target player controls.
Exile target creature you control, then return it to the battlefield under its owner's control. If that creature is a Bird, Frog, Otter, or Rat, draw a card.
Destroy up to one target artifact, enchantment, or tapped creature. Then if you control an artifact and an enchantment, create a 2/2 white Samurai creature token with vigilance.