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Characters Joined
Avatar: The Last Airbender Promos
Released Nov. 21, 2025
PTLA
Cards
All cards in Avatar: The Last Airbender Promos.
Aang's Iceberg{2}{W}Flash
When this enchantment enters, exile up to one other target nonland permanent until this enchantment leaves the battlefield.
Waterbend {3}: Sacrifice this enchantment. If you do, scry 2. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for {1}.) Airbender Ascension{1}{W}When this enchantment enters, airbend up to one target creature.
Whenever a creature you control enters, put a quest counter on this enchantment.
At the beginning of your end step, if this enchantment has four or more quest counters on it, exile up to one target creature you control, then return it to the battlefield under its owner's control. Appa, Steadfast Guardian{2}{W}{W}Flash
Flying
When Appa enters, airbend any number of other target nonland permanents you control. (Exile them. While each one is exiled, its owner may cast it for {2} rather than its mana cost.)
Whenever you cast a spell from exile, create a 1/1 white Ally creature token. 3/4 Avatar's Wrath{2}{W}{W}Choose up to one target creature, then airbend all other creatures. (Exile them. While each one is exiled, its owner may cast it for {2} rather than its mana cost.)
Until your next turn, your opponents can't cast spells from anywhere other than their hands.
Exile Avatar's Wrath. Hakoda, Selfless Commander{3}{W}Vigilance
You may look at the top card of your library any time.
You may cast Ally spells from the top of your library.
Sacrifice Hakoda: Creatures you control get +0/+5 and gain indestructible until end of turn. 3/5 The Legend of Yangchen // Avatar Yangchen{3}{W}{W}(As this Saga enters and after your draw step, add a lore counter.)
I — Starting with you, each player chooses up to one permanent with mana value 3 or greater from among permanents your opponents control. Exile those permanents.
II — You may have target opponent draw three cards. If you do, draw three cards.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Flip Card
The Legend of Yangchen // Avatar YangchenFlying
Whenever you cast your second spell each turn, airbend up to one other target nonland permanent. (Exile it. While it's exiled, its owner may cast it for {2} rather than its mana cost.) 4/5
Flip Card
Momo, Friendly Flier{W}Flying
The first non-Lemur creature spell with flying you cast during each of your turns costs {1} less to cast.
Whenever another creature you control with flying enters, Momo gets +1/+1 until end of turn. 1/1 South Pole Voyager{1}{W}Whenever this creature or another Ally you control enters, you gain 1 life. If this is the second time this ability has resolved this turn, draw a card. 2/2 Suki, Courageous Rescuer{1}{W}{W}Other creatures you control get +1/+0.
Whenever another permanent you control leaves the battlefield during your turn, create a 1/1 white Ally creature token. This ability triggers only once each turn. 2/4 United Front{X}{W}{W}Create X 1/1 white Ally creature tokens, then put a +1/+1 counter on each creature you control. The Legend of Kuruk // Avatar Kuruk{2}{U}{U}(As this Saga enters and after your draw step, add a lore counter.)
I, II — Scry 2, then draw a card.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Flip Card
The Legend of Kuruk // Avatar KurukWhenever you cast a spell, create a 1/1 colorless Spirit creature token with "This token can't block or be blocked by non-Spirit creatures."
Exhaust — Waterbend {20}: Take an extra turn after this one. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for {1}. Activate each exhaust ability only once.) 4/3
Flip Card
The Mechanist, Aerial Artisan{2}{U}Whenever you cast a noncreature spell, create a Clue token. (It's an artifact with "{2}, Sacrifice this token: Draw a card.")
{T}: Until end of turn, target artifact token you control becomes a 3/1 Construct artifact creature with flying. 1/3 Secret of Bloodbending{U}{U}{U}{U}As an additional cost to cast this spell, you may waterbend {10}.
You control target opponent during their next combat phase. If this spell's additional cost was paid, you control that player during their next turn instead. (You see all cards that player could see and make all decisions for them.)
Exile Secret of Bloodbending. Spirit Water Revival{1}{U}{U}As an additional cost to cast this spell, you may waterbend {6}. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for {1}.)
Draw two cards. If this spell's additional cost was paid, instead shuffle your graveyard into your library, draw seven cards, and you have no maximum hand size for the rest of the game.
Exile Spirit Water Revival. Tiger-Seal{U}Vigilance
At the beginning of your upkeep, tap this creature.
Whenever you draw your second card each turn, untap this creature. 3/3 Ty Lee, Chi Blocker{2}{U}Flash
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
When Ty Lee enters, tap up to one target creature. It doesn't untap during its controller's untap step for as long as you control Ty Lee. 2/1 The Unagi of Kyoshi Island{3}{U}{U}Flash
Ward—Waterbend {4}. (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {4}. They can tap their artifacts and creatures to help. Each one pays for {1}.)
Whenever an opponent draws their second card each turn, you draw two cards. 5/5 Wan Shi Tong, Librarian{X}{U}{U}Flash
Flying, vigilance
When Wan Shi Tong enters, put X +1/+1 counters on him. Then draw half X cards, rounded down.
Whenever an opponent searches their library, put a +1/+1 counter on Wan Shi Tong and draw a card. 1/1 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}.) Yue, the Moon Spirit{3}{U}Flying, vigilance
Waterbend {5}, {T}: You may cast a noncreature spell from your hand without paying its mana cost. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for {1}.) 3/3 Boiling Rock Rioter{2}{B}Firebending 1 (Whenever this creature attacks, add {R}. This mana lasts until end of combat.)
Tap an untapped Ally you control: Exile target card from a graveyard.
Whenever this creature attacks, you may cast an Ally spell from among cards you own exiled with this creature. 3/3 Day of Black Sun{X}{B}{B}Each creature with mana value X or less loses all abilities until end of turn. Destroy those creatures. The Fire Nation Drill{2}{B}{B}Trample
When The Fire Nation Drill enters, you may tap it. When you do, destroy target creature with power 4 or less.
{1}: Permanents your opponents control lose hexproof and indestructible until end of turn.
Crew 2 6/3 Foggy Swamp Visions{1}{B}{B}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}.)
Exile X target creature cards from graveyards. For each creature card exiled this way, create a token that's a copy of it. At the beginning of your next end step, sacrifice those tokens. Koh, the Face Stealer{4}{B}{B}When Koh enters, exile up to one other target creature.
Whenever another nontoken creature dies, you may exile it.
Pay 1 life: Choose a creature card exiled with Koh.
Koh has all activated and triggered abilities of the last chosen card. 6/6 Mai, Scornful Striker{1}{B}First strike
Whenever a player casts a noncreature spell, they lose 2 life. 2/2 Obsessive Pursuit{1}{B}When this enchantment enters and at the beginning of your upkeep, you lose 1 life and create a Clue token. (It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Whenever you attack, put X +1/+1 counters on target attacking creature, where X is the number of permanents you've sacrificed this turn. If X is three or more, that creature gains lifelink until end of turn. Phoenix Fleet Airship{2}{B}{B}Flying
At the beginning of your end step, if you sacrificed a permanent this turn, create a token that's a copy of this Vehicle.
As long as you control eight or more permanents named Phoenix Fleet Airship, this Vehicle is an artifact creature.
Crew 1 4/4 Raven Eagle{2}{B}Flying
Whenever this creature enters or attacks, exile up to one target card from a graveyard. If a creature card is exiled this way, create a Clue token. (It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Whenever you draw your second card each turn, each opponent loses 1 life and you gain 1 life. 2/3 The Rise of Sozin // Fire Lord SozinMenace, firebending 3 (Whenever this creature attacks, add {R}{R}{R}. This mana lasts until end of combat.)
Whenever Fire Lord Sozin deals combat damage to a player, you may pay {X}. When you do, put any number of target creature cards with total mana value X or less from that player's graveyard onto the battlefield under your control. 5/5
Flip Card
The Rise of Sozin // Fire Lord Sozin{4}{B}{B}(As this Saga enters and after your draw step, add a lore counter.)
I — Destroy all creatures.
II — Choose a card name. Search target opponent's graveyard, hand, and library for up to four cards with that name and exile them. Then that player shuffles.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Flip Card
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. Firebender Ascension{1}{R}When this enchantment enters, create a 2/2 red Soldier creature token with firebending 1.
Whenever a creature you control attacking causes a triggered ability of that creature to trigger, put a quest counter on this enchantment. Then if it has four or more quest counters on it, you may copy that ability. You may choose new targets for the copy. Firebending Student{1}{R}Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Firebending X, where X is this creature's power. (Whenever this creature attacks, add X {R}. This mana lasts until end of combat.) 1/2 The Last Agni Kai{1}{R}Target creature you control fights target creature an opponent controls. If the creature the opponent controls is dealt excess damage this way, add that much {R}.
Until end of turn, you don't lose unspent red mana as steps and phases end. The Legend of Roku // Avatar Roku{2}{R}{R}(As this Saga enters and after your draw step, add a lore counter.)
I — Exile the top three cards of your library. Until the end of your next turn, you may play those cards.
II — Add one mana of any color.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Flip Card
The Legend of Roku // Avatar RokuFirebending 4 (Whenever this creature attacks, add {R}{R}{R}{R}. This mana lasts until end of combat.)
{8}: Create a 4/4 red Dragon creature token with flying and firebending 4. 4/4
Flip Card
Ran and Shaw{3}{R}{R}Flying, firebending 2
When Ran and Shaw enter, if you cast them and there are three or more Dragon and/or Lesson cards in your graveyard, create a token that's a copy of Ran and Shaw, except it's not legendary.
{3}{R}: Dragons you control get +2/+0 until end of turn. 4/4 Redirect Lightning{R}As an additional cost to cast this spell, pay 5 life or pay {2}.
Change the target of target spell or ability with a single target. 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.) Wartime Protestors{3}{R}Haste
Whenever another Ally you control enters, put a +1/+1 counter on that creature and it gains haste until end of turn. 4/4 Zhao, the Moon Slayer{1}{R}Menace
Nonbasic lands enter tapped.
{7}: Put a conqueror counter on Zhao.
As long as Zhao has a conqueror counter on him, nonbasic lands are Mountains. (They lose all other land types and abilities and have "{T}: Add {R}.") 2/2 Avatar Destiny{2}{G}{G}Enchant creature you control
Enchanted creature gets +1/+1 for each creature card in your graveyard and is an Avatar in addition to its other types.
When enchanted creature dies, mill cards equal to its power. Return this card to its owner's hand and up to one creature card milled this way to the battlefield under your control. Badgermole Cub{1}{G}When this creature enters, 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 you tap a creature for mana, add an additional {G}. 2/2 Diligent Zookeeper{3}{G}Each non-Human creature you control gets +1/+1 for each of its creature types, to a maximum of 10. 4/4 The Earth King{3}{G}When The Earth King enters, create a 4/4 green Bear creature token.
Whenever one or more creatures you control with power 4 or greater attack, search your library for up to that many basic land cards, put them onto the battlefield tapped, then shuffle. 2/2 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. Earthen Ally{G}This creature gets +1/+0 for each color among Allies you control.
{2}{W}{U}{B}{R}{G}: Earthbend 5. (Target land you control becomes a 0/0 creature with haste that's still a land. Put five +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped.) 0/2 Elemental Teachings{4}{G}Search your library for up to four land cards with different names and reveal them. An opponent chooses two of those cards. Put the chosen cards into your graveyard and the rest onto the battlefield tapped, then shuffle. Great Divide Guide{1}{G}Each land and Ally you control has "{T}: Add one mana of any color." 2/3 The Legend of Kyoshi // Avatar Kyoshi{4}{G}{G}(As this Saga enters and after your draw step, add a lore counter.)
I — Draw cards equal to the greatest power among creatures you control.
II — Earthbend X, where X is the number of cards in your hand. That land becomes an Island in addition to its other types.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Flip Card
The Legend of Kyoshi // Avatar KyoshiLands you control have trample and hexproof.
{T}: Add X mana of any one color, where X is the greatest power among creatures you control. 5/4
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
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, 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
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
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 Beifong's Bounty Hunters{2}{B}{G}Whenever a nonland creature you control dies, earthbend X, where X is that creature's power. (Target land you control becomes a 0/0 creature with haste that's still a land. Put X +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped.) 4/4 Bumi, Unleashed{3}{R}{G}Trample
When Bumi enters, earthbend 4.
Whenever Bumi deals combat damage to a player, untap all lands you control. After this phase, there is an additional combat phase. Only land creatures can attack during that combat phase. 5/4 Earth King's Lieutenant{G}{W}Trample
When this creature enters, put a +1/+1 counter on each other Ally creature you control.
Whenever another Ally you control enters, put a +1/+1 counter on this creature. 1/1 Fire Lord Azula{1}{U}{B}{R}Firebending 2 (Whenever this creature attacks, add {R}{R}. This mana lasts until end of combat.)
Whenever you cast a spell while Fire Lord Azula is attacking, copy that spell. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.) 4/4 Fire Lord Zuko{R}{W}{B}Firebending X, where X is Fire Lord Zuko's power. (Whenever this creature attacks, add X {R}. This mana lasts until end of combat.)
Whenever you cast a spell from exile and whenever a permanent you control enters from exile, put a +1/+1 counter on each creature you control. 2/4 Iroh, Grand Lotus{3}{G}{U}{R}Firebending 2
During your turn, each non-Lesson instant and sorcery card in your graveyard has flashback. The flashback cost is equal to that card's mana cost. (You may cast a card from your graveyard for its flashback cost. Then exile it.)
During your turn, each Lesson card in your graveyard has flashback {1}. 5/5 Iroh, Tea Master{1}{R}{W}When Iroh enters, create a Food token.
At the beginning of combat on your turn, you may have target opponent gain control of target permanent you control. When you do, create a 1/1 white Ally creature token. Put a +1/+1 counter on that token for each permanent you own that your opponents control. 2/2 Katara, the Fearless{G}{W}{U}If a triggered ability of an Ally you control triggers, that ability triggers an additional time. 3/3 Katara, Water Tribe's Hope{2}{W}{U}{U}Vigilance
When Katara enters, create a 1/1 white Ally creature token.
Waterbend {X}: Creatures you control have base power and toughness X/X until end of turn. X can't be 0. Activate only during your turn. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for {1}.) 3/3 The Lion-Turtle{1}{G}{U}Reach, vigilance
When The Lion-Turtle enters, you gain 3 life.
The Lion-Turtle can't attack or block unless there are three or more Lesson cards in your graveyard.
{T}: Add one mana of any color. 3/6 Ozai, the Phoenix King{2}{B}{B}{R}{R}Trample, firebending 4, haste
If you would lose unspent mana, that mana becomes red instead.
Ozai has flying and indestructible as long as you have six or more unspent mana. 7/7 Sandbender Scavengers{W}{B}Whenever you sacrifice another permanent, put a +1/+1 counter on this creature.
When this creature dies, you may exile it. When you do, return target creature card with mana value less than or equal to this creature's power from your graveyard to the battlefield. 1/1 Sokka, Bold Boomeranger{U}{R}When Sokka enters, discard up to two cards, then draw that many cards.
Whenever you cast an artifact or Lesson spell, put a +1/+1 counter on Sokka. 1/1 Sokka, Tenacious Tactician{1}{U}{R}{W}Menace, prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Other Allies you control have menace and prowess.
Whenever you cast a noncreature spell, create a 1/1 white Ally creature token. 3/3 Toph, Hardheaded Teacher{2}{R}{G}When Toph enters, you may discard a card. If you do, return target instant or sorcery card from your graveyard to your hand.
Whenever you cast a spell, earthbend 1. If that spell is a Lesson, put an additional +1/+1 counter on that land. (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.) 3/4 Toph, the First Metalbender{1}{R}{G}{W}Nontoken artifacts you control are lands in addition to their other types. (They don't gain the ability to {T} for mana.)
At the beginning of your end step, 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.) 3/3 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 Planetarium of Wan Shi Tong{6}{1}, {T}: Scry 2.
Whenever you scry or surveil, look at the top card of your library. You may cast that card without paying its mana cost. Do this only once each turn. (Look at the card after you scry or surveil.) The Walls of Ba Sing Se{8}Defender
Other permanents you control have indestructible. 0/30 White Lotus Tile{4}This artifact enters tapped.
{T}: Add X mana of any one color, where X is the greatest number of creatures you control that have a creature type in common. Abandoned Air TempleThis land enters tapped unless you control a basic land.
{T}: Add {W}.
{3}{W}, {T}: Put a +1/+1 counter on each creature you control. Agna Qel'aThis land enters tapped unless you control a basic land.
{T}: Add {U}.
{2}{U}, {T}: Draw a card, then discard a card. Ba Sing SeThis land enters tapped unless you control a basic land.
{T}: Add {G}.
{2}{G}, {T}: Earthbend 2. Activate only as a sorcery. (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.) Fire Nation PalaceThis land enters tapped unless you control a basic land.
{T}: Add {R}.
{1}{R}, {T}: Target creature you control gains firebending 4 until end of turn. (Whenever it attacks, add {R}{R}{R}{R}. This mana lasts until end of combat.) Jasmine Dragon Tea Shop{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast an Ally spell or activate an ability of an Ally source.
{5}, {T}: Create a 1/1 white Ally creature token. Realm of KohThis land enters tapped unless you control a basic land.
{T}: Add {B}.
{3}{B}, {T}: Create a 1/1 colorless Spirit creature token with "This token can't block or be blocked by non-Spirit creatures." Secret TunnelThis land can't be blocked.
{T}: Add {C}.
{4}, {T}: Two target creatures you control that share a creature type can't be blocked this turn.
When this enchantment enters, exile up to one other target nonland permanent until this enchantment leaves the battlefield.
Waterbend {3}: Sacrifice this enchantment. If you do, scry 2. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for {1}.) Airbender Ascension{1}{W}When this enchantment enters, airbend up to one target creature.
Whenever a creature you control enters, put a quest counter on this enchantment.
At the beginning of your end step, if this enchantment has four or more quest counters on it, exile up to one target creature you control, then return it to the battlefield under its owner's control. Appa, Steadfast Guardian{2}{W}{W}Flash
Flying
When Appa enters, airbend any number of other target nonland permanents you control. (Exile them. While each one is exiled, its owner may cast it for {2} rather than its mana cost.)
Whenever you cast a spell from exile, create a 1/1 white Ally creature token. 3/4 Avatar's Wrath{2}{W}{W}Choose up to one target creature, then airbend all other creatures. (Exile them. While each one is exiled, its owner may cast it for {2} rather than its mana cost.)
Until your next turn, your opponents can't cast spells from anywhere other than their hands.
Exile Avatar's Wrath. Hakoda, Selfless Commander{3}{W}Vigilance
You may look at the top card of your library any time.
You may cast Ally spells from the top of your library.
Sacrifice Hakoda: Creatures you control get +0/+5 and gain indestructible until end of turn. 3/5 The Legend of Yangchen // Avatar Yangchen{3}{W}{W}(As this Saga enters and after your draw step, add a lore counter.)
I — Starting with you, each player chooses up to one permanent with mana value 3 or greater from among permanents your opponents control. Exile those permanents.
II — You may have target opponent draw three cards. If you do, draw three cards.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Whenever you cast your second spell each turn, airbend up to one other target nonland permanent. (Exile it. While it's exiled, its owner may cast it for {2} rather than its mana cost.) 4/5
The first non-Lemur creature spell with flying you cast during each of your turns costs {1} less to cast.
Whenever another creature you control with flying enters, Momo gets +1/+1 until end of turn. 1/1 South Pole Voyager{1}{W}Whenever this creature or another Ally you control enters, you gain 1 life. If this is the second time this ability has resolved this turn, draw a card. 2/2 Suki, Courageous Rescuer{1}{W}{W}Other creatures you control get +1/+0.
Whenever another permanent you control leaves the battlefield during your turn, create a 1/1 white Ally creature token. This ability triggers only once each turn. 2/4 United Front{X}{W}{W}Create X 1/1 white Ally creature tokens, then put a +1/+1 counter on each creature you control. The Legend of Kuruk // Avatar Kuruk{2}{U}{U}(As this Saga enters and after your draw step, add a lore counter.)
I, II — Scry 2, then draw a card.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Exhaust — Waterbend {20}: Take an extra turn after this one. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for {1}. Activate each exhaust ability only once.) 4/3
{T}: Until end of turn, target artifact token you control becomes a 3/1 Construct artifact creature with flying. 1/3 Secret of Bloodbending{U}{U}{U}{U}As an additional cost to cast this spell, you may waterbend {10}.
You control target opponent during their next combat phase. If this spell's additional cost was paid, you control that player during their next turn instead. (You see all cards that player could see and make all decisions for them.)
Exile Secret of Bloodbending. Spirit Water Revival{1}{U}{U}As an additional cost to cast this spell, you may waterbend {6}. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for {1}.)
Draw two cards. If this spell's additional cost was paid, instead shuffle your graveyard into your library, draw seven cards, and you have no maximum hand size for the rest of the game.
Exile Spirit Water Revival. Tiger-Seal{U}Vigilance
At the beginning of your upkeep, tap this creature.
Whenever you draw your second card each turn, untap this creature. 3/3 Ty Lee, Chi Blocker{2}{U}Flash
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
When Ty Lee enters, tap up to one target creature. It doesn't untap during its controller's untap step for as long as you control Ty Lee. 2/1 The Unagi of Kyoshi Island{3}{U}{U}Flash
Ward—Waterbend {4}. (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {4}. They can tap their artifacts and creatures to help. Each one pays for {1}.)
Whenever an opponent draws their second card each turn, you draw two cards. 5/5 Wan Shi Tong, Librarian{X}{U}{U}Flash
Flying, vigilance
When Wan Shi Tong enters, put X +1/+1 counters on him. Then draw half X cards, rounded down.
Whenever an opponent searches their library, put a +1/+1 counter on Wan Shi Tong and draw a card. 1/1 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}.) Yue, the Moon Spirit{3}{U}Flying, vigilance
Waterbend {5}, {T}: You may cast a noncreature spell from your hand without paying its mana cost. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for {1}.) 3/3 Boiling Rock Rioter{2}{B}Firebending 1 (Whenever this creature attacks, add {R}. This mana lasts until end of combat.)
Tap an untapped Ally you control: Exile target card from a graveyard.
Whenever this creature attacks, you may cast an Ally spell from among cards you own exiled with this creature. 3/3 Day of Black Sun{X}{B}{B}Each creature with mana value X or less loses all abilities until end of turn. Destroy those creatures. The Fire Nation Drill{2}{B}{B}Trample
When The Fire Nation Drill enters, you may tap it. When you do, destroy target creature with power 4 or less.
{1}: Permanents your opponents control lose hexproof and indestructible until end of turn.
Crew 2 6/3 Foggy Swamp Visions{1}{B}{B}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}.)
Exile X target creature cards from graveyards. For each creature card exiled this way, create a token that's a copy of it. At the beginning of your next end step, sacrifice those tokens. Koh, the Face Stealer{4}{B}{B}When Koh enters, exile up to one other target creature.
Whenever another nontoken creature dies, you may exile it.
Pay 1 life: Choose a creature card exiled with Koh.
Koh has all activated and triggered abilities of the last chosen card. 6/6 Mai, Scornful Striker{1}{B}First strike
Whenever a player casts a noncreature spell, they lose 2 life. 2/2 Obsessive Pursuit{1}{B}When this enchantment enters and at the beginning of your upkeep, you lose 1 life and create a Clue token. (It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Whenever you attack, put X +1/+1 counters on target attacking creature, where X is the number of permanents you've sacrificed this turn. If X is three or more, that creature gains lifelink until end of turn. Phoenix Fleet Airship{2}{B}{B}Flying
At the beginning of your end step, if you sacrificed a permanent this turn, create a token that's a copy of this Vehicle.
As long as you control eight or more permanents named Phoenix Fleet Airship, this Vehicle is an artifact creature.
Crew 1 4/4 Raven Eagle{2}{B}Flying
Whenever this creature enters or attacks, exile up to one target card from a graveyard. If a creature card is exiled this way, create a Clue token. (It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Whenever you draw your second card each turn, each opponent loses 1 life and you gain 1 life. 2/3 The Rise of Sozin // Fire Lord SozinMenace, firebending 3 (Whenever this creature attacks, add {R}{R}{R}. This mana lasts until end of combat.)
Whenever Fire Lord Sozin deals combat damage to a player, you may pay {X}. When you do, put any number of target creature cards with total mana value X or less from that player's graveyard onto the battlefield under your control. 5/5
I — Destroy all creatures.
II — Choose a card name. Search target opponent's graveyard, hand, and library for up to four cards with that name and exile them. Then that player shuffles.
III — Exile this Saga, then return it to the battlefield transformed under your control.
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. Firebender Ascension{1}{R}When this enchantment enters, create a 2/2 red Soldier creature token with firebending 1.
Whenever a creature you control attacking causes a triggered ability of that creature to trigger, put a quest counter on this enchantment. Then if it has four or more quest counters on it, you may copy that ability. You may choose new targets for the copy. Firebending Student{1}{R}Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Firebending X, where X is this creature's power. (Whenever this creature attacks, add X {R}. This mana lasts until end of combat.) 1/2 The Last Agni Kai{1}{R}Target creature you control fights target creature an opponent controls. If the creature the opponent controls is dealt excess damage this way, add that much {R}.
Until end of turn, you don't lose unspent red mana as steps and phases end. The Legend of Roku // Avatar Roku{2}{R}{R}(As this Saga enters and after your draw step, add a lore counter.)
I — Exile the top three cards of your library. Until the end of your next turn, you may play those cards.
II — Add one mana of any color.
III — Exile this Saga, then return it to the battlefield transformed under your control.
{8}: Create a 4/4 red Dragon creature token with flying and firebending 4. 4/4
When Ran and Shaw enter, if you cast them and there are three or more Dragon and/or Lesson cards in your graveyard, create a token that's a copy of Ran and Shaw, except it's not legendary.
{3}{R}: Dragons you control get +2/+0 until end of turn. 4/4 Redirect Lightning{R}As an additional cost to cast this spell, pay 5 life or pay {2}.
Change the target of target spell or ability with a single target. 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.) Wartime Protestors{3}{R}Haste
Whenever another Ally you control enters, put a +1/+1 counter on that creature and it gains haste until end of turn. 4/4 Zhao, the Moon Slayer{1}{R}Menace
Nonbasic lands enter tapped.
{7}: Put a conqueror counter on Zhao.
As long as Zhao has a conqueror counter on him, nonbasic lands are Mountains. (They lose all other land types and abilities and have "{T}: Add {R}.") 2/2 Avatar Destiny{2}{G}{G}Enchant creature you control
Enchanted creature gets +1/+1 for each creature card in your graveyard and is an Avatar in addition to its other types.
When enchanted creature dies, mill cards equal to its power. Return this card to its owner's hand and up to one creature card milled this way to the battlefield under your control. Badgermole Cub{1}{G}When this creature enters, 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 you tap a creature for mana, add an additional {G}. 2/2 Diligent Zookeeper{3}{G}Each non-Human creature you control gets +1/+1 for each of its creature types, to a maximum of 10. 4/4 The Earth King{3}{G}When The Earth King enters, create a 4/4 green Bear creature token.
Whenever one or more creatures you control with power 4 or greater attack, search your library for up to that many basic land cards, put them onto the battlefield tapped, then shuffle. 2/2 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. Earthen Ally{G}This creature gets +1/+0 for each color among Allies you control.
{2}{W}{U}{B}{R}{G}: Earthbend 5. (Target land you control becomes a 0/0 creature with haste that's still a land. Put five +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped.) 0/2 Elemental Teachings{4}{G}Search your library for up to four land cards with different names and reveal them. An opponent chooses two of those cards. Put the chosen cards into your graveyard and the rest onto the battlefield tapped, then shuffle. Great Divide Guide{1}{G}Each land and Ally you control has "{T}: Add one mana of any color." 2/3 The Legend of Kyoshi // Avatar Kyoshi{4}{G}{G}(As this Saga enters and after your draw step, add a lore counter.)
I — Draw cards equal to the greatest power among creatures you control.
II — Earthbend X, where X is the number of cards in your hand. That land becomes an Island in addition to its other types.
III — Exile this Saga, then return it to the battlefield transformed under your control.
{T}: Add X mana of any one color, where X is the greatest power among creatures you control. 5/4
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
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
Whenever 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
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
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 Beifong's Bounty Hunters{2}{B}{G}Whenever a nonland creature you control dies, earthbend X, where X is that creature's power. (Target land you control becomes a 0/0 creature with haste that's still a land. Put X +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped.) 4/4 Bumi, Unleashed{3}{R}{G}Trample
When Bumi enters, earthbend 4.
Whenever Bumi deals combat damage to a player, untap all lands you control. After this phase, there is an additional combat phase. Only land creatures can attack during that combat phase. 5/4 Earth King's Lieutenant{G}{W}Trample
When this creature enters, put a +1/+1 counter on each other Ally creature you control.
Whenever another Ally you control enters, put a +1/+1 counter on this creature. 1/1 Fire Lord Azula{1}{U}{B}{R}Firebending 2 (Whenever this creature attacks, add {R}{R}. This mana lasts until end of combat.)
Whenever you cast a spell while Fire Lord Azula is attacking, copy that spell. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.) 4/4 Fire Lord Zuko{R}{W}{B}Firebending X, where X is Fire Lord Zuko's power. (Whenever this creature attacks, add X {R}. This mana lasts until end of combat.)
Whenever you cast a spell from exile and whenever a permanent you control enters from exile, put a +1/+1 counter on each creature you control. 2/4 Iroh, Grand Lotus{3}{G}{U}{R}Firebending 2
During your turn, each non-Lesson instant and sorcery card in your graveyard has flashback. The flashback cost is equal to that card's mana cost. (You may cast a card from your graveyard for its flashback cost. Then exile it.)
During your turn, each Lesson card in your graveyard has flashback {1}. 5/5 Iroh, Tea Master{1}{R}{W}When Iroh enters, create a Food token.
At the beginning of combat on your turn, you may have target opponent gain control of target permanent you control. When you do, create a 1/1 white Ally creature token. Put a +1/+1 counter on that token for each permanent you own that your opponents control. 2/2 Katara, the Fearless{G}{W}{U}If a triggered ability of an Ally you control triggers, that ability triggers an additional time. 3/3 Katara, Water Tribe's Hope{2}{W}{U}{U}Vigilance
When Katara enters, create a 1/1 white Ally creature token.
Waterbend {X}: Creatures you control have base power and toughness X/X until end of turn. X can't be 0. Activate only during your turn. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for {1}.) 3/3 The Lion-Turtle{1}{G}{U}Reach, vigilance
When The Lion-Turtle enters, you gain 3 life.
The Lion-Turtle can't attack or block unless there are three or more Lesson cards in your graveyard.
{T}: Add one mana of any color. 3/6 Ozai, the Phoenix King{2}{B}{B}{R}{R}Trample, firebending 4, haste
If you would lose unspent mana, that mana becomes red instead.
Ozai has flying and indestructible as long as you have six or more unspent mana. 7/7 Sandbender Scavengers{W}{B}Whenever you sacrifice another permanent, put a +1/+1 counter on this creature.
When this creature dies, you may exile it. When you do, return target creature card with mana value less than or equal to this creature's power from your graveyard to the battlefield. 1/1 Sokka, Bold Boomeranger{U}{R}When Sokka enters, discard up to two cards, then draw that many cards.
Whenever you cast an artifact or Lesson spell, put a +1/+1 counter on Sokka. 1/1 Sokka, Tenacious Tactician{1}{U}{R}{W}Menace, prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Other Allies you control have menace and prowess.
Whenever you cast a noncreature spell, create a 1/1 white Ally creature token. 3/3 Toph, Hardheaded Teacher{2}{R}{G}When Toph enters, you may discard a card. If you do, return target instant or sorcery card from your graveyard to your hand.
Whenever you cast a spell, earthbend 1. If that spell is a Lesson, put an additional +1/+1 counter on that land. (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.) 3/4 Toph, the First Metalbender{1}{R}{G}{W}Nontoken artifacts you control are lands in addition to their other types. (They don't gain the ability to {T} for mana.)
At the beginning of your end step, 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.) 3/3 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 Planetarium of Wan Shi Tong{6}{1}, {T}: Scry 2.
Whenever you scry or surveil, look at the top card of your library. You may cast that card without paying its mana cost. Do this only once each turn. (Look at the card after you scry or surveil.) The Walls of Ba Sing Se{8}Defender
Other permanents you control have indestructible. 0/30 White Lotus Tile{4}This artifact enters tapped.
{T}: Add X mana of any one color, where X is the greatest number of creatures you control that have a creature type in common. Abandoned Air TempleThis land enters tapped unless you control a basic land.
{T}: Add {W}.
{3}{W}, {T}: Put a +1/+1 counter on each creature you control. Agna Qel'aThis land enters tapped unless you control a basic land.
{T}: Add {U}.
{2}{U}, {T}: Draw a card, then discard a card. Ba Sing SeThis land enters tapped unless you control a basic land.
{T}: Add {G}.
{2}{G}, {T}: Earthbend 2. Activate only as a sorcery. (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.) Fire Nation PalaceThis land enters tapped unless you control a basic land.
{T}: Add {R}.
{1}{R}, {T}: Target creature you control gains firebending 4 until end of turn. (Whenever it attacks, add {R}{R}{R}{R}. This mana lasts until end of combat.) Jasmine Dragon Tea Shop{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast an Ally spell or activate an ability of an Ally source.
{5}, {T}: Create a 1/1 white Ally creature token. Realm of KohThis land enters tapped unless you control a basic land.
{T}: Add {B}.
{3}{B}, {T}: Create a 1/1 colorless Spirit creature token with "This token can't block or be blocked by non-Spirit creatures." Secret TunnelThis land can't be blocked.
{T}: Add {C}.
{4}, {T}: Two target creatures you control that share a creature type can't be blocked this turn.
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