Magic the Gathering
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Characters Joined
Magic the Gathering Cards
Showing 32 cards (page 194 of 3929).
Forest({T}: Add {G}.)
Fated Firepower{X}{R}{R}{R}Flash
This enchantment enters with X fire counters on it.
If a source you control would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus an amount of damage equal to the number of fire counters on this enchantment instead.
Aang, Swift Savior // Aang and La, Ocean's FuryReach, trample
Whenever Aang and La attack, put a +1/+1 counter on each tapped creature you control. 5/5
Flip Card
Aang, Swift Savior // Aang and La, Ocean's Fury{1}{W}{U}Flash
Flying
When Aang enters, airbend up to one other target creature or spell. (Exile it. While it's exiled, its owner may cast it for {2} rather than its mana cost.)
Waterbend {8}: Transform Aang. 2/3
Flip Card
Fire Nation Attacks{4}{R}Create two 2/2 red Soldier creature tokens with firebending 1. (Whenever a creature with firebending 1 attacks, add {R}. This mana lasts until end of combat.)
Flashback {8}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Crashing Wave{U}{U}As an additional cost to cast this spell, waterbend {X}. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for {1}.)
Tap up to X target creatures, then distribute three stun counters among any number of tapped creatures your opponents control. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Combustion Technique{1}{R}Combustion Technique deals damage equal to 2 plus the number of Lesson cards in your graveyard to target creature. If that creature would die this turn, exile it instead.
Zuko, Conflicted{B}{R}At the beginning of your first main phase, choose one that hasn't been chosen and you lose 2 life —
• Draw a card.
• Put a +1/+1 counter on Zuko.
• Add {R}.
• Exile Zuko, then return him to the battlefield under an opponent's control. 2/3
Azula, Cunning Usurper{2}{U}{B}{B}Firebending 2 (Whenever this creature attacks, add {R}{R}. This mana lasts until end of combat.)
When Azula enters, target opponent exiles a nontoken creature they control, then they exile a nonland card from their graveyard.
During your turn, you may cast cards exiled with Azula and you may cast them as though they had flash. Mana of any type can be spent to cast those spells. 4/4
Aang, at the Crossroads // Aang, Destined Savior{2}{G}{W}{U}Flying
When Aang enters, look at the top five cards of your library. You may put a creature card with mana value 4 or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
When another creature you control leaves the battlefield, transform Aang at the beginning of the next upkeep. 3/3
Flip Card
Aang, at the Crossroads // Aang, Destined SaviorFlying
Land creatures you control have vigilance.
At the beginning of combat on your turn, earthbend 2. (Target land you control becomes a 0/0 creature with haste that's still a land. Put two +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped.) 4/4
Flip Card
Katara, the Fearless{G}{W}{U}If a triggered ability of an Ally you control triggers, that ability triggers an additional time.
3/3
Enlightened Tutor{W}Search your library for an artifact or enchantment card, reveal it, then shuffle and put that card on top.
Dai Li Agents{3}{B}{G}When this creature enters, earthbend 1, then earthbend 1. (To earthbend 1, target land you control becomes a 0/0 creature with haste that's still a land. Put a +1/+1 counter on it. When it dies or is exiled, return it to the battlefield tapped.)
Whenever this creature attacks, each opponent loses X life and you gain X life, where X is the number of creatures you control with +1/+1 counters on them. 3/4 Flawless Maneuver{2}{W}If you control a commander, you may cast this spell without paying its mana cost.
Creatures you control gain indestructible until end of turn. Fierce Guardianship{2}{U}If you control a commander, you may cast this spell without paying its mana cost.
Counter target noncreature spell. Earthbender Ascension{2}{G}When this enchantment enters, earthbend 2. Then search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Landfall — Whenever a land you control enters, put a quest counter on this enchantment. When you do, if it has four or more quest counters on it, put a +1/+1 counter on target creature you control. It gains trample until end of turn. Avatar Aang // Aang, Master of Elements{R}{G}{W}{U}Flying, firebending 2
Whenever you waterbend, earthbend, firebend, or airbend, draw a card. Then if you've done all four this turn, transform Avatar Aang. 4/4
Flip Card
Avatar Aang // Aang, Master of ElementsFlying
Spells you cast cost {W}{U}{B}{R}{G} less to cast. (This can reduce generic costs.)
At the beginning of each upkeep, you may transform Aang, Master of Elements. If you do, you gain 4 life, draw four cards, put four +1/+1 counters on him, and he deals 4 damage to each opponent. 6/6
Flip Card
Mystical Tutor{U}Search your library for an instant or sorcery card, reveal it, then shuffle and put that card on top.
Sozin's Comet{3}{R}{R}Each creature you control gains firebending 5 until end of turn. (Whenever it attacks, add {R}{R}{R}{R}{R}. This mana lasts until end of combat.)
Foretell {2}{R} (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.) Deadly Rollick{3}{B}If you control a commander, you may cast this spell without paying its mana cost.
Exile target creature. Waterbender Ascension{1}{U}Whenever a creature you control deals combat damage to a player, put a quest counter on this enchantment. Then if it has four or more quest counters on it, draw a card.
Waterbend {4}: Target creature can't be blocked this turn. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for {1}.)
Fated Firepower{X}{R}{R}{R}FlashThis enchantment enters with X fire counters on it.
If a source you control would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus an amount of damage equal to the number of fire counters on this enchantment instead.
Aang, Swift Savior // Aang and La, Ocean's FuryReach, trampleWhenever Aang and La attack, put a +1/+1 counter on each tapped creature you control. 5/5
Flying
When Aang enters, airbend up to one other target creature or spell. (Exile it. While it's exiled, its owner may cast it for {2} rather than its mana cost.)
Waterbend {8}: Transform Aang. 2/3
Fire Nation Attacks{4}{R}Create two 2/2 red Soldier creature tokens with firebending 1. (Whenever a creature with firebending 1 attacks, add {R}. This mana lasts until end of combat.)Flashback {8}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Crashing Wave{U}{U}As an additional cost to cast this spell, waterbend {X}. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for {1}.)Tap up to X target creatures, then distribute three stun counters among any number of tapped creatures your opponents control. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Combustion Technique{1}{R}Combustion Technique deals damage equal to 2 plus the number of Lesson cards in your graveyard to target creature. If that creature would die this turn, exile it instead.
Zuko, Conflicted{B}{R}At the beginning of your first main phase, choose one that hasn't been chosen and you lose 2 life —• Draw a card.
• Put a +1/+1 counter on Zuko.
• Add {R}.
• Exile Zuko, then return him to the battlefield under an opponent's control. 2/3
Azula, Cunning Usurper{2}{U}{B}{B}Firebending 2 (Whenever this creature attacks, add {R}{R}. This mana lasts until end of combat.)When Azula enters, target opponent exiles a nontoken creature they control, then they exile a nonland card from their graveyard.
During your turn, you may cast cards exiled with Azula and you may cast them as though they had flash. Mana of any type can be spent to cast those spells. 4/4
Aang, at the Crossroads // Aang, Destined Savior{2}{G}{W}{U}FlyingWhen Aang enters, look at the top five cards of your library. You may put a creature card with mana value 4 or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
When another creature you control leaves the battlefield, transform Aang at the beginning of the next upkeep. 3/3
Land creatures you control have vigilance.
At the beginning of combat on your turn, earthbend 2. (Target land you control becomes a 0/0 creature with haste that's still a land. Put two +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped.) 4/4
Whenever this creature attacks, each opponent loses X life and you gain X life, where X is the number of creatures you control with +1/+1 counters on them. 3/4 Flawless Maneuver{2}{W}If you control a commander, you may cast this spell without paying its mana cost.
Creatures you control gain indestructible until end of turn. Fierce Guardianship{2}{U}If you control a commander, you may cast this spell without paying its mana cost.
Counter target noncreature spell. Earthbender Ascension{2}{G}When this enchantment enters, earthbend 2. Then search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Landfall — Whenever a land you control enters, put a quest counter on this enchantment. When you do, if it has four or more quest counters on it, put a +1/+1 counter on target creature you control. It gains trample until end of turn. Avatar Aang // Aang, Master of Elements{R}{G}{W}{U}Flying, firebending 2
Whenever you waterbend, earthbend, firebend, or airbend, draw a card. Then if you've done all four this turn, transform Avatar Aang. 4/4
Spells you cast cost {W}{U}{B}{R}{G} less to cast. (This can reduce generic costs.)
At the beginning of each upkeep, you may transform Aang, Master of Elements. If you do, you gain 4 life, draw four cards, put four +1/+1 counters on him, and he deals 4 damage to each opponent. 6/6
Foretell {2}{R} (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.) Deadly Rollick{3}{B}If you control a commander, you may cast this spell without paying its mana cost.
Exile target creature. Waterbender Ascension{1}{U}Whenever a creature you control deals combat damage to a player, put a quest counter on this enchantment. Then if it has four or more quest counters on it, draw a card.
Waterbend {4}: Target creature can't be blocked this turn. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for {1}.)