Avatar: the Last Airbender

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Badgermole Cub 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}.

Badgermole Cub

Wan Shi Tong, Librarian 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.

Wan Shi Tong, Librarian

The Walls of Ba Sing Se Defender Other permanents you control have indestructible.

The Walls of Ba Sing Se

Redirect Lightning 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.

Redirect Lightning

The Legend of Roku // Avatar Roku (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. // Firebending 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.

The Legend of Roku // Avatar Roku

Appa, Steadfast Guardian 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.

Appa, Steadfast Guardian

Planetarium of Wan Shi Tong {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.)

Planetarium of Wan Shi Tong

Abandoned Air Temple This 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.

Abandoned Air Temple

The Legend of Kyoshi // Avatar Kyoshi (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. // Lands you control have trample and hexproof. {T}: Add X mana of any one color, where X is the greatest power among creatures you control.

The Legend of Kyoshi // Avatar Kyoshi

White Lotus Tile 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.

White Lotus Tile

Avatar's Wrath 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.

Avatar's Wrath

Fated Firepower 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.

Fated Firepower

The Legend of Yangchen // Avatar Yangchen (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. // Flying 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.)

The Legend of Yangchen // Avatar Yangchen

Ozai, the Phoenix King 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.

Ozai, the Phoenix King

Bumi, Unleashed 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.

Bumi, Unleashed

Ba Sing Se This 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.)

Ba Sing Se

Sozin's Comet 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.)

Sozin's Comet

Avatar Aang // Aang, Master of Elements 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. // Flying 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.

Avatar Aang // Aang, Master of Elements

Fire Nation Palace This 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.)

Fire Nation Palace

The Legend of Kuruk // Avatar Kuruk (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. // Whenever 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.)

The Legend of Kuruk // Avatar Kuruk

United Front Create X 1/1 white Ally creature tokens, then put a +1/+1 counter on each creature you control.

United Front

Secret Tunnel This 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.

Secret Tunnel

The Last Agni Kai 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 Last Agni Kai

Aang, Swift Savior // Aang and La, Ocean's Fury 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. // Reach, trample Whenever Aang and La attack, put a +1/+1 counter on each tapped creature you control.

Aang, Swift Savior // Aang and La, Ocean's Fury

Earthbender Ascension 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.

Earthbender Ascension

Toph, the First Metalbender 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.)

Toph, the First Metalbender

The Rise of Sozin // Fire Lord Sozin (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. // Menace, 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.

The Rise of Sozin // Fire Lord Sozin

The Unagi of Kyoshi Island 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.

The Unagi of Kyoshi Island

Fire Lord Azula 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.)

Fire Lord Azula

Boomerang Basics Return target nonland permanent to its owner's hand. If you controlled that permanent, draw a card.

Boomerang Basics

Airbender Ascension 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.

Airbender Ascension

The Earth King 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.

The Earth King

Phoenix Fleet Airship 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

Phoenix Fleet Airship

Great Divide Guide Each land and Ally you control has "{T}: Add one mana of any color."

Great Divide Guide

Bender's Waterskin Untap this artifact during each other player's untap step. {T}: Add one mana of any color.

Bender's Waterskin

Secret of Bloodbending 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.

Secret of Bloodbending

Mai, Scornful Striker First strike Whenever a player casts a noncreature spell, they lose 2 life.

Mai, Scornful Striker

Day of Black Sun Each creature with mana value X or less loses all abilities until end of turn. Destroy those creatures.

Day of Black Sun

Firebender Ascension 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.

Firebender Ascension

Toph, Hardheaded Teacher 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.)

Toph, Hardheaded Teacher

Agna Qel'a This land enters tapped unless you control a basic land. {T}: Add {U}. {2}{U}, {T}: Draw a card, then discard a card.

Agna Qel'a

Katara, the Fearless If a triggered ability of an Ally you control triggers, that ability triggers an additional time.

Katara, the Fearless

Waterbender Ascension 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}.)

Waterbender Ascension

Katara, Water Tribe's Hope 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}.)

Katara, Water Tribe's Hope

Aang, at the Crossroads // Aang, Destined Savior 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. // Flying 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.)

Aang, at the Crossroads // Aang, Destined Savior

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.

Jasmine Dragon Tea Shop

Spirit Water Revival 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.

Spirit Water Revival

Sokka, Tenacious Tactician 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.

Sokka, Tenacious Tactician

Firebending Student 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.)

Firebending Student

Realm of Koh This 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."

Realm of Koh

Koh, the Face Stealer 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.

Koh, the Face Stealer

Price of Freedom Destroy target artifact or land an opponent controls. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle. Draw a card.

Price of Freedom

Fire Lord Zuko 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.

Fire Lord Zuko

Shared Roots Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.

Shared Roots

Aang's Iceberg 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}.)

Aang's Iceberg

Obsessive Pursuit 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.

Obsessive Pursuit

The Boulder, Ready to Rumble Whenever The Boulder attacks, earthbend X, where X is the number of creatures you control with power 4 or greater. (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.)

The Boulder, Ready to Rumble

Ty Lee, Chi Blocker 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.

Ty Lee, Chi Blocker

Avatar Destiny 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.

Avatar Destiny

Elemental Teachings 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.

Elemental Teachings

Northern Air Temple When Northern Air Temple enters, each opponent loses X life and you gain X life, where X is the number of Shrines you control. Whenever another Shrine you control enters, each opponent loses 1 life and you gain 1 life.

Northern Air Temple

Ember Island Production Choose one — • Create a token that's a copy of target creature you control, except it's not legendary and it's a 4/4 Hero in addition to its other types. • Create a token that's a copy of target creature an opponent controls, except it's not legendary and it's a 2/2 Coward in addition to its other types.

Ember Island Production

Enter the Avatar State Until end of turn, target creature you control becomes an Avatar in addition to its other types and gains flying, first strike, lifelink, and hexproof. (A creature with hexproof can't be the target of spells or abilities your opponents control.)

Enter the Avatar State

Hakoda, Selfless Commander 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.

Hakoda, Selfless Commander

Kyoshi Island Plaza When Kyoshi Island Plaza enters, search your library for up to X basic land cards, where X is the number of Shrines you control. Put those cards onto the battlefield tapped, then shuffle. Whenever another Shrine you control enters, search your library for a basic land card, put it onto the battlefield tapped, then shuffle.

Kyoshi Island Plaza

Southern Air Temple When Southern Air Temple enters, put X +1/+1 counters on each creature you control, where X is the number of Shrines you control. Whenever another Shrine you control enters, put a +1/+1 counter on each creature you control.

Southern Air Temple

Suki, Courageous Rescuer 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.

Suki, Courageous Rescuer

Yue, the Moon Spirit 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}.)

Yue, the Moon Spirit

Azula, Cunning Usurper 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.

Azula, Cunning Usurper

Combustion Technique 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.

Combustion Technique

Iroh, Grand Lotus 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}.

Iroh, Grand Lotus

It'll Quench Ya! Counter target spell unless its controller pays {2}.

It'll Quench Ya!

Momo, Friendly Flier 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.

Momo, Friendly Flier

The Fire Nation Drill 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

The Fire Nation Drill

The Lion-Turtle Vigilance, reach 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.

The Lion-Turtle

The Spirit Oasis When The Spirit Oasis enters, draw a card for each Shrine you control. Whenever another Shrine you control enters, draw a card.

The Spirit Oasis

Zhao, the Moon Slayer 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}.")

Zhao, the Moon Slayer

Beifong's Bounty Hunters 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.)

Beifong's Bounty Hunters

Crescent Island Temple When Crescent Island Temple enters, for each Shrine you control, create a 1/1 red Monk creature token with prowess. (Whenever you cast a noncreature spell, it gets +1/+1 until end of turn.) Whenever another Shrine you control enters, create a 1/1 red Monk creature token with prowess.

Crescent Island Temple

Cycle of Renewal Sacrifice a land. Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.

Cycle of Renewal

Earth King's Lieutenant 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.

Earth King's Lieutenant

Gran-Gran Whenever Gran-Gran becomes tapped, draw a card, then discard a card. Noncreature spells you cast cost {1} less to cast as long as there are three or more Lesson cards in your graveyard.

Gran-Gran

The Mechanist, Aerial Artisan 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.

The Mechanist, Aerial Artisan

Wartime Protestors Haste Whenever another Ally you control enters, put a +1/+1 counter on that creature and it gains haste until end of turn.

Wartime Protestors

Origin of Metalbending Choose one — • Destroy target artifact or enchantment. • Put a +1/+1 counter on target creature you control. It gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)

Origin of Metalbending

South Pole Voyager 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.

South Pole Voyager

Aang's Journey Kicker {2} (You may pay an additional {2} as you cast this spell.) Search your library for a basic land card. If this spell was kicked, instead search your library for a basic land card and a Shrine card. Reveal those cards, put them into your hand, then shuffle. You gain 2 life.

Aang's Journey

Abandon Attachments You may discard a card. If you do, draw two cards.

Abandon Attachments

Momo, Playful Pet Flying, vigilance When Momo leaves the battlefield, choose one — • Create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.") • Put a +1/+1 counter on target creature you control. • Scry 2.

Momo, Playful Pet

Serpent's Pass This land enters tapped. {T}: Add {U} or {B}. {4}, {T}, Sacrifice this land: Draw a card.

Serpent's Pass

Accumulate Wisdom Look at the top three cards of your library. Put one of those cards into your hand and the rest on the bottom of your library in any order. Put each of those cards into your hand instead if there are three or more Lesson cards in your graveyard.

Accumulate Wisdom

Destined Confrontation Each player chooses any number of creatures they control with total power 4 or less, then sacrifices all other creatures they control.

Destined Confrontation

Energybending Lands you control gain all basic land types until end of turn. Draw a card.

Energybending

Foggy Swamp Visions 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.

Foggy Swamp Visions

Airbender's Reversal Choose one — • Destroy target attacking creature. • Airbend target creature you control. (Exile it. While it's exiled, its owner may cast it for {2} rather than its mana cost.)

Airbender's Reversal

Boiling Rock Prison This land enters tapped. {T}: Add {B} or {R}. {4}, {T}, Sacrifice this land: Draw a card.

Boiling Rock Prison

Haru, Hidden Talent Whenever another Ally you control 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.)

Haru, Hidden Talent

Airbending Lesson Airbend target nonland permanent. (Exile it. While it's exiled, its owner may cast it for {2} rather than its mana cost.) Draw a card.

Airbending Lesson

Airship Engine Room This land enters tapped. {T}: Add {U} or {R}. {4}, {T}, Sacrifice this land: Draw a card.

Airship Engine Room

Firebending Lesson Kicker {4} (You may pay an additional {4} as you cast this spell.) Firebending Lesson deals 2 damage to target creature. If this spell was kicked, it deals 5 damage to that creature instead.

Firebending Lesson

Iroh's Demonstration Choose one — • Iroh's Demonstration deals 1 damage to each creature your opponents control. • Iroh's Demonstration deals 4 damage to target creature.

Iroh's Demonstration

Meteor Sword When this Equipment enters, destroy target permanent. Equipped creature gets +3/+3. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)

Meteor Sword

Rumble Arena Vigilance When this land enters, scry 1. (Look at the top card of your library. You may put it on the bottom.) {T}: Add {C}. {1}, {T}: Add one mana of any color.

Rumble Arena

Waterbending Scroll {6}, {T}: Draw a card. This ability costs {1} less to activate for each Island you control.

Waterbending Scroll

White Lotus Hideout {T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast a Lesson or Shrine spell. {1}, {T}: Add one mana of any color.

White Lotus Hideout

Zuko, Conflicted 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.

Zuko, Conflicted

Bitter Work Whenever you attack a player with one or more creatures with power 4 or greater, draw a card. Exhaust — {4}: Earthbend 4. Activate only during your turn. (Target land you control becomes a 0/0 creature with haste that's still a land. Put four +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped. Activate each exhaust ability only once.)

Bitter Work

Crashing Wave 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.)

Crashing Wave

Glider Staff When this Equipment enters, airbend up to one target creature. (Exile it. While it's exiled, its owner may cast it for {2} rather than its mana cost.) Equipped creature gets +1/+1 and has flying. Equip {2}

Glider Staff

Honest Work Enchant creature an opponent controls When this Aura enters, tap enchanted creature and remove all counters from it. Enchanted creature loses all abilities and is a Citizen with base power and toughness 1/1 and "{T}: Add {C}" named Humble Merchant. (It loses all other creature types and names.)

Honest Work

Iroh, Tea Master 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.

Iroh, Tea Master

Misty Palms Oasis This land enters tapped. {T}: Add {W} or {B}. {4}, {T}, Sacrifice this land: Draw a card.

Misty Palms Oasis

North Pole Patrol {T}: Untap another target permanent you control. Waterbend {3}, {T}: Tap target creature an opponent controls. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for {1}.)

North Pole Patrol

Octopus Form 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.)

Octopus Form

Seismic Sense Look at the top X cards of your library, where X is the number of lands you control. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

Seismic Sense

Toph, the Blind Bandit When Toph enters, 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.) Toph's power is equal to the number of +1/+1 counters on lands you control.

Toph, the Blind Bandit

Air Nomad Legacy When this enchantment enters, create a Clue token. (It's an artifact with "{2}, Sacrifice this token: Draw a card.") Creatures you control with flying get +1/+1.

Air Nomad Legacy

Combustion Man Whenever Combustion Man attacks, destroy target permanent unless its controller has Combustion Man deal damage to them equal to his power.

Combustion Man

Curious Farm Animals When this creature dies, you gain 3 life. {2}, Sacrifice this creature: Destroy up to one target artifact or enchantment.

Curious Farm Animals

Earth Kingdom Protectors Vigilance Sacrifice this creature: Another target Ally you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)

Earth Kingdom Protectors

Flopsie, Bumi's Buddy When Flopsie enters, put a +1/+1 counter on each creature you control. Each creature you control with power 4 or greater can't be blocked by more than one creature.

Flopsie, Bumi's Buddy

Gather the White Lotus Create a 1/1 white Ally creature token for each Plains you control. Scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)

Gather the White Lotus

Joo Dee, One of Many {B}, {T}: Surveil 1. Create a token that's a copy of this creature, then sacrifice an artifact or creature. Activate only as a sorcery. (To surveil 1, look at the top card of your library. You may put it into your graveyard.)

Joo Dee, One of Many

Raucous Audience {T}: Add {G}. If you control a creature with power 4 or greater, add {G}{G} instead.

Raucous Audience

Rockalanche Earthbend X, where X is the number of Forests you control. (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.) Flashback {5}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Rockalanche

True Ancestry Return up to one target permanent card from your graveyard to your hand. Create a Clue token. (It's an artifact with "{2}, Sacrifice this token: Draw a card.")

True Ancestry

Water Tribe Rallier Waterbend {5}: Look at the top four cards of your library. You may reveal a creature card with power 3 or less from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for {1}.)

Water Tribe Rallier

Zuko, Exiled Prince Firebending 3 (Whenever this creature attacks, add {R}{R}{R}. This mana lasts until end of combat.) {3}: Exile the top card of your library. You may play that card this turn.

Zuko, Exiled Prince

Zuko's Exile Exile target artifact, creature, or enchantment. Its controller creates a Clue token. (It's an artifact with "{2}, Sacrifice this token: Draw a card.")

Zuko's Exile

Bumi, King of Three Trials When Bumi enters, choose up to X, where X is the number of Lesson cards in your graveyard — • Put three +1/+1 counters on Bumi. • Target player scries 3. • Earthbend 3. (Target land you control becomes a 0/0 creature with haste that's still a land. Put three +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped.)

Bumi, King of Three Trials

Guru Pathik When Guru Pathik enters, look at the top five cards of your library. You may reveal a Lesson, Saga, or Shrine card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. Whenever you cast a Lesson, Saga, or Shrine spell, put a +1/+1 counter on another target creature you control.

Guru Pathik

Invasion Reinforcements Flash When this creature enters, create a 1/1 white Ally creature token.

Invasion Reinforcements

Katara, Bending Prodigy At the beginning of your end step, if Katara is tapped, put a +1/+1 counter on her. Waterbend {6}: Draw a card. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for {1}.)

Katara, Bending Prodigy

Kyoshi Village This land enters tapped. {T}: Add {G} or {W}. {4}, {T}, Sacrifice this land: Draw a card.

Kyoshi Village

North Pole Gates This land enters tapped. {T}: Add {W} or {U}. {4}, {T}, Sacrifice this land: Draw a card.

North Pole Gates

Raven Eagle 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.

Raven Eagle

Ruinous Waterbending As an additional cost to cast this spell, you may waterbend {4}. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for {1}.) All creatures get -2/-2 until end of turn. If this spell's additional cost was paid, whenever a creature dies this turn, you gain 1 life.

Ruinous Waterbending

Sandbender Scavengers 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.

Sandbender Scavengers

Watery Grasp Enchant creature Enchanted creature doesn't untap during its controller's untap step. Waterbend {5}: Enchanted creature's owner shuffles it into their library. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for {1}.)

Watery Grasp

Badgermole When this creature enters, 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.) Creatures you control with +1/+1 counters on them have trample.

Badgermole

Earthen Ally 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.)

Earthen Ally

Earth Kingdom Jailer When this creature enters, exile up to one target artifact, creature, or enchantment an opponent controls with mana value 3 or greater until this creature leaves the battlefield.

Earth Kingdom Jailer

Foggy Bottom Swamp This land enters tapped. {T}: Add {B} or {G}. {4}, {T}, Sacrifice this land: Draw a card.

Foggy Bottom Swamp

Heartless Act Choose one — • Destroy target creature with no counters on it. • Remove up to three counters from target creature.

Heartless Act

Meditation Pools This land enters tapped. {T}: Add {G} or {U}. {4}, {T}, Sacrifice this land: Draw a card.

Meditation Pools

Ozai's Cruelty Ozai's Cruelty deals 2 damage to target player. That player discards two cards.

Ozai's Cruelty

Professor Zei, Anthropologist {T}, Discard a card: Draw a card. {1}, {T}, Sacrifice Professor Zei: Return target instant or sorcery card from your graveyard to your hand. Activate only during your turn.

Professor Zei, Anthropologist

Ran and Shaw 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.

Ran and Shaw

Rocky Rebuke Target creature you control deals damage equal to its power to target creature an opponent controls.

Rocky Rebuke

Sokka, Bold Boomeranger 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.

Sokka, Bold Boomeranger

Sokka's Haiku Counter target spell. Draw a card, then mill three cards. Untap target land.

Sokka's Haiku

Solstice Revelations Exile cards from the top of your library until you exile a nonland card. You may cast that card without paying its mana cost if the spell's mana value is less than the number of Mountains you control. If you don't cast that card this way, put it into your hand. Flashback {6}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Solstice Revelations

Sun Warriors Firebending X, where X is the number of creatures you control. (Whenever this creature attacks, add X {R}. This mana lasts until end of combat.) {5}: Create a 1/1 white Ally creature token.

Sun Warriors

Unlucky Cabbage Merchant When this creature enters, create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.") Whenever you sacrifice a Food, you may search your library for a basic land card and put it onto the battlefield tapped. If you search your library this way, put this creature on the bottom of its owner's library, then shuffle.

Unlucky Cabbage Merchant

Zuko's Conviction Kicker {4} (You may pay an additional {4} as you cast this spell.) Return target creature card from your graveyard to your hand. If this spell was kicked, instead put that card onto the battlefield tapped.

Zuko's Conviction

Aang, the Last Airbender Flying When Aang enters, 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.) Whenever you cast a Lesson spell, Aang gains lifelink until end of turn.

Aang, the Last Airbender

Fire Nation Attacks 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.)

Fire Nation Attacks

Fire Navy Trebuchet Defender, reach Whenever you attack, create a 2/1 colorless Construct artifact creature token with flying named Ballistic Boulder that's tapped and attacking. Sacrifice that token at the beginning of the next end step.

Fire Navy Trebuchet

Master Piandao First strike Whenever Master Piandao attacks, look at the top four cards of your library. You may reveal an Ally, Equipment, or Lesson card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

Master Piandao

Sandbenders' Storm Choose one — • Destroy target creature with power 4 or greater. • Earthbend 3. (Target land you control becomes a 0/0 creature with haste that's still a land. Put three +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped.)

Sandbenders' Storm

Suki, Kyoshi Warrior Suki's power is equal to the number of creatures you control. Whenever Suki attacks, create a 1/1 white Ally creature token that's tapped and attacking.

Suki, Kyoshi Warrior

Team Avatar Whenever a creature you control attacks alone, it gets +X/+X until end of turn, where X is the number of creatures you control. {2}{W}, Discard this card: It deals damage equal to the number of creatures you control to target creature.

Team Avatar

Trusty Boomerang Equipped creature has "{1}, {T}: Tap target creature. Return Trusty Boomerang to its owner's hand." Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)

Trusty Boomerang

Appa, Loyal Sky Bison Flying Whenever Appa enters or attacks, choose one — • Target creature you control gains flying until end of turn. • Airbend another target nonland permanent you control. (Exile it. While it's exiled, its owner may cast it for {2} rather than its mana cost.)

Appa, Loyal Sky Bison

Barrels of Blasting Jelly {1}: Add one mana of any color. Activate only once each turn. {5}, {T}, Sacrifice this artifact: It deals 5 damage to target creature.

Barrels of Blasting Jelly

Boiling Rock Rioter 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.

Boiling Rock Rioter

Canyon Crawler Deathtouch When this creature enters, create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.") Swampcycling {2} ({2}, Discard this card: Search your library for a Swamp card, reveal it, put it into your hand, then shuffle.)

Canyon Crawler

Earthbending Lesson Earthbend 4. (Target land you control becomes a 0/0 creature with haste that's still a land. Put four +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped.)

Earthbending Lesson

Earth Rumble Earthbend 2. When you do, up to one target creature you control fights target creature an opponent controls. (To 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. Creatures that fight each deal damage equal to their power to the other.)

Earth Rumble

Fire Sages Firebending 1 (Whenever this creature attacks, add {R}. This mana lasts until end of combat.) {1}{R}{R}: Put a +1/+1 counter on this creature.

Fire Sages

Hermitic Herbalist {T}: Add one mana of any color. {T}: Add two mana in any combination of colors. Spend this mana only to cast Lesson spells.

Hermitic Herbalist

Master Pakku Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Whenever Master Pakku becomes tapped, target player mills X cards, where X is the number of Lesson cards in your graveyard. (They put the top X cards of their library into their graveyard.)

Master Pakku

Sokka, Lateral Strategist Vigilance Whenever Sokka and at least one other creature attack, draw a card.

Sokka, Lateral Strategist

The Cave of Two Lovers (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Create two 1/1 white Ally creature tokens. II — Search your library for a Mountain or Cave card, reveal it, put it into your hand, then shuffle. III — Earthbend 3. (Target land you control becomes a 0/0 creature with haste that's still a land. Put three +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped.)

The Cave of Two Lovers

Twin Blades Flash When this Equipment enters, attach it to target creature you control. That creature gains double strike until end of turn. Equipped creature gets +1/+1. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

Twin Blades