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  1. Badgermole Cub Magic Cards

    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 Mana Value 2 Power 2 Toughness Creature — Badger Mole mythic Avatar: The Last Airbender
  2. Ran and Shaw Magic Cards

    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.

    5 Mana Value 4 Power 4 Toughness Legendary Creature — Dragon rare Avatar: The Last Airbender
  3. Raven Eagle Magic Cards

    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.

    3 Mana Value 2 Power 3 Toughness Creature — Bird Assassin rare Avatar: The Last Airbender
  4. 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 Mana Value 4 Power 4 Toughness Artifact — Vehicle mythic Avatar: The Last Airbender
  5. 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 Mana Value 6 Power 6 Toughness Legendary Creature — Shapeshifter Spirit mythic Avatar: The Last Airbender
  6. 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.

    2 Mana Value 1 Power 1 Toughness Legendary Creature — Bird Spirit mythic Avatar: The Last Airbender
  7. 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 Mana Value 5 Power 5 Toughness Legendary Creature — Serpent rare Avatar: The Last Airbender
  8. Fire Lord Zuko Magic Cards

    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.

    3 Mana Value 2 Power 4 Toughness Legendary Creature — Human Noble Ally rare Avatar: The Last Airbender
  9. Fire Lord Azula Magic Cards

    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 Mana Value 4 Power 4 Toughness Legendary Creature — Human Noble rare Avatar: The Last Airbender
  10. 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.

    2 Mana Value Enchantment rare Avatar: The Last Airbender
  11. 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}.)

    2 Mana Value Enchantment rare Avatar: The Last Airbender
  12. Sozin's Comet Magic Cards

    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.)

    5 Mana Value Sorcery mythic Avatar: The Last Airbender
  13. 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 Mana Value 4 Power 4 Toughness Legendary Creature — Human Avatar Ally mythic Avatar: The Last Airbender
  14. 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.

    3 Mana Value Enchantment rare Avatar: The Last Airbender
  15. Dai Li Agents Magic Cards

    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.

    5 Mana Value 3 Power 4 Toughness Creature — Human Soldier uncommon Avatar: The Last Airbender
  16. If a triggered ability of an Ally you control triggers, that ability triggers an additional time.

    3 Mana Value 3 Power 3 Toughness Legendary Creature — Human Warrior Ally rare Avatar: The Last Airbender
  17. 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.

    5 Mana Value 3 Power 3 Toughness Legendary Creature — Human Avatar Ally rare Avatar: The Last Airbender
  18. 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.

    5 Mana Value 4 Power 4 Toughness Legendary Creature — Human Noble Rogue rare Avatar: The Last Airbender
  19. Zuko, Conflicted Magic Cards

    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 Mana Value 2 Power 3 Toughness Legendary Creature — Human Rogue rare Avatar: The Last Airbender
  20. Crashing Wave Magic Cards

    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.)

    2 Mana Value Sorcery uncommon Avatar: The Last Airbender