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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
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
Whenever a player casts their second spell each turn, this creature connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.)
Flying
Whenever this creature deals combat damage to a player, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Flying
Creature spells with flying you cast cost {1} less to cast.
Whenever another creature you control with flying enters, this creature gets +1/+1 until end of turn.
Flying
When Wingbright Thief enters, target opponent reveals each nonland card in their hand. You choose one of them. That card perpetually gains "When you cast this spell, each opponent draws a card and gains 3 life."
As this creature enters, choose a creature type.
This creature is the chosen type in addition to its other types.
Each other creature you control of the chosen type enters with an additional +1/+1 counter on it.
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.
When this creature enters, choose one —
• Create a 1/1 white Bird creature token with flying.
• Return another target nonland permanent to its owner's hand.
• Draw a card.
Flash
Flying
Cycling {2}{U} ({2}{U}, Discard this card: Draw a card.)
When you cycle this card, counter target activated or triggered ability you don't control.
Flying
When Oracle of the Alpha enters the battlefield, conjure the Power Nine into your library, then shuffle.
Whenever Oracle of the Alpha attacks, scry 1.
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
You may cast noncreature spells as though they had flash.
Whenever you cast a noncreature spell, Birds, Frogs, Otters, and Rats you control get +1/+1 until end of turn. Untap them.
As an additional cost to cast this spell, you may collect evidence 5.
Flying
When Spotlight Falcon enters, if evidence was collected, conjure a card named Spotlight Falcon into your hand.
Flying
Whenever Meneldor deals combat damage to a player, exile up to one target creature you own, then return it to the battlefield under your control.
Flash
Whenever a creature you control deals combat damage to a player, draw a card.
When Enduring Curiosity 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.)
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.
Flying
When this creature enters, put an indestructible counter on another target creature you control. Draw a card if that creature's power is 2 or less.
You may pay {W} and tap four untapped creatures you control with flying rather than pay this spell's mana cost.
Flying, lifelink
Other creatures you control with flying have indestructible. (Damage and effects that say "destroy" don't destroy them.)
As this artifact enters, choose a creature type.
Creature spells you cast of the chosen type cost {1} less to cast.
At the beginning of your upkeep, look at the top card of your library. If it's a creature card of the chosen type, you may reveal it and put it into your hand.
This artifact enters tapped.
When this artifact enters, draft a card from this artifact's spellbook, then discard a card.
{T}: Add two mana in any combination of colors.
As this artifact enters, choose a creature type.
Creatures you control of the chosen type get +1/+1.
Whenever you cast a creature spell of the chosen type, draw a card.
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
As this enchantment enters, choose a creature type.
Creatures you control of the chosen type get +1/+1. As long as you have the city's blessing, they also have vigilance.
Whenever an opponent draws a card, that player may pay {2}. If the player doesn't, you create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
As this enchantment enters, choose a creature type.
Whenever you cast a spell of the chosen type, copy that spell. (A copy of a permanent spell becomes a token.)
Exile target nontoken artifact, creature, or enchantment an opponent controls. Its controller puts a random creature card with lesser mana value from their library onto the battlefield tapped.
Return target nonland permanent you don't control to its owner's hand.
Overload {6}{U} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
{T}: Add {W}.
Channel — {2}{W}, Discard this card: It deals 4 damage to target attacking or blocking creature. This ability costs {1} less to activate for each legendary creature you control.
{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.
Minas Tirith enters tapped unless you control a legendary creature.
{T}: Add {W}.
{1}{W}, {T}: Draw a card. Activate only if you attacked with two or more creatures this turn.
{T}: Add {C}.
{T}: Add {U}. Spend this mana only to cast a creature spell.
{U}, {T}: Surveil 2. Activate only if a Bird, Frog, Otter, or Rat entered the battlefield under your control this turn.
{T}: Add {U}.
Channel — {3}{U}, Discard this card: Return target artifact, creature, enchantment, or planeswalker to its owner's hand. This ability costs {1} less to activate for each legendary 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.
As this land enters, choose a creature type.
{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.
Forsaken Crossroads enters the battlefield tapped.
As Forsaken Crossroads enters the battlefield, choose a color.
When Forsaken Crossroads enters the battlefield, scry 1. If you weren't the starting player, you may untap Forsaken Crossroads instead.
{T}: Add one mana of the chosen color.
({T}: Add {W} or {U}.)
This land enters tapped.
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
This land enters tapped.
{T}: Add {W} or {U}.
{1}{W}{U}: Until end of turn, this land becomes a 2/3 white and blue Bird creature with flying. It's still a land.
Whenever this land attacks, create a Map token.
As this land enters, choose a creature type.
{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type or activate an ability of a creature source of the chosen type.
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
{T}: Add {W} or {U}.
As Three Tree City enters, choose a creature type.
{T}: Add {C}.
{2}, {T}: Choose a color. Add an amount of mana of that color equal to the number of creatures you control of the chosen type.
As this land enters, choose a creature type.
{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type.