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Flying, ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
This creature’s power is equal to the number of noncreature, nonland cards in your graveyard.
When this creature dies, if there’s a Lesson card in your graveyard, draw a card.
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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.)
Whenever you put one or more +1/+1 counters on a creature, you may gain that much life. Do this only once each turn.
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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.
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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.)
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Vigilance
When this creature enters, put a +1/+1 counter on each of up to two target creatures you control.
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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.
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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.
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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.)
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Reach
This creature gets +1/+0 and has trample as long as you control a land creature or a land entered the battlefield under your control this turn.
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When this creature dies, 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.)
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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.
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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.
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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.)
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This creature gets +1/+0 for each color among Allies you control.
: 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.)
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This creature gets +1/+0 for each color among Allies you control.
: 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.)
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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.
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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.
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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.
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Lands you control gain all basic land types until end of turn.
Draw a card.
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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.)
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Exile target creature with mana value 3 or greater.
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Untap one or two target creatures. They each get +2/+2 until end of turn.
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Choose target creature. When that creature dies this turn, you 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.)
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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.
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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.
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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.
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Firebending 2 (Whenever this creature attacks, add . 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.)
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Firebending 2
Whenever you cast a spell while Fire Lord Azula is attacking, copy that spell. You may choose new targets for the copy.
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Firebending 2
Whenever you cast a spell while Fire Lord Azula is attacking, copy that spell. You may choose new targets for the copy.
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Menace, firebending 3 (Whenever this creature attacks, add . This mana lasts until the end of combat.)
Whenever Fire Lord Sozin deals combat damage to a player, you may pay . 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.
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Menace, firebending 3
Whenever Fire Lord Sozin deals combat damage to a player, you may pay . 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.
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Firebending X, where X is Fire Lord Zuko's power. (Whenever this creature attacks, add X . This mana lasts until the end of combat.[/mana]
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.
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Firebending X, where X is Fire Lord Zuko’s power.
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.
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Firebending X, where X is Fire Lord Zuko’s power.
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.
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Create two 2/2 red Soldier creature tokens with firebending 1. (Whenever a creature with firebending 1 attacks, add . This mana lasts until end of combat.)
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Create two 2/2 red Soldier creature tokens with firebending 1.
Flashback
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This creature has firebending 2 as long as there’s a Lesson card in your graveyard. (Whenever this creature attacks, add . This mana lasts until end of combat.)
: This creature gets +1/+0 until end of turn.
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Raid — At the beginning of your end step, if you attacked this turn, put a +1/+1 counter on another target creature or Vehicle you control.
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This land enters tapped unless you control a basic land.
: Add .
, : Target creature you control gains firebending 4 until end of turn. (Whenever it attacks, add . This mana lasts until end of combat.)
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This land enters tapped unless you control a basic land.
: Add .
, : Target creature you control gains firebending 4 until end of turn. (Whenever it attacks, add . This mana lasts until end of combat.)
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Raid — When this creature enters, if you attacked this turn, create a Clue token. (It’s an artifact with “, Sacrifice this token: Draw a card.”)
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Reach
When this Vehicle dies, create a Clue token. (It’s an artifact with “, Sacrifice this token: Draw a card.”)
Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
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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.
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Firebending 1 (Whenever this creature attacks, add . This mana lasts until end of combat.)
: Put a +1/+1 counter on this creature.
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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.
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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.
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Kicker (You may pay an additional 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.
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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 . This mana lasts until end of combat.)
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Prowess
Firebending X, where X is this creature’s power.
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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 . This mana lasts until end of combat.)
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Flying
This creature gets +1/+1 as long as there’s a Lesson card in your graveyard.
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Vigilance
Waterbend : This creature has base power and toughness 5/2 until end of turn. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for .)
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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.
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As long as you’ve drawn two or more cards this turn, this creature has lifelink and menace. (It can’t be blocked except by two or more creatures.)
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Lifelink
Whenever you draw your second card each turn, create a 1/1 colorless Spirit creature token with “This token can’t block or be blocked by non-Spirit creatures.”
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This creature can’t be blocked by creatures with power 2 or less.
Waterbend : Put a +1/+1 counter on this creature. Activate only during your turn. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for .)
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As an additional cost to cast this spell, waterbend . (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for .)
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.
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As an additional cost to cast this spell, waterbend .
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.
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When this creature enters, create a Clue token. (It’s an artifact with “, Sacrifice this token: Draw a card.”)
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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.)
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Flying
Waterbend : Draw a card, then discard a card. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for .)
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Waterbend : This 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 .)
Islandcycling (, Discard this card: Search your library for an Island card, reveal it, put it into your hand, then shuffle.)
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Flying
When this creature enters, scry 1. (Look at the top card of your library. You may put it on the bottom.)
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When this Equipment enters, airbend up to one target creature. (Exile it. While it’s exiled, its owner may cast it for rather than its mana cost.)
Equipped creature gets +1/+1 and has flying.
Equip
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Whenever Gran-Gran becomes tapped, draw a card, then discard a card.
Noncreature spells you cast cost less to cast as long as there are three or more Lesson cards in your graveyard.
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Whenever Gran-Gran becomes tapped, draw a card, then discard a card.
Noncreature spells you cast cost less to cast as long as there are three or more Lesson cards in your graveyard.
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Each land and Ally you control has “: Add one mana of any color.”
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Each land and Ally you control has “: Add one mana of any color.”
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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.
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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.
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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.
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When Hama enters, target opponent mills three cards. Exile up to one noncreature, nonland card from that player’s graveyard. For as long as you control Hama, you may cast the exiled card during your turn by waterbending rather than paying its mana cost, where X is its mana value. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for .)
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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.)
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Choose one —
• Destroy target creature with no counters on it.
• Remove up to three counters from target creature.
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Whenever Hei Bai enters or attacks, you may sacrifice another creature or artifact. If you do, put two +1/+1 counters on Hei Bai.
When Hei Bai leaves the battlefield, put its counters on target creature you control.
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: Add one mana of any color.
: Add two mana in any combination of colors. Spend this mana only to cast Lesson spells.
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At the beginning of combat on your turn, target creature you control with a +1/+1 counter on it gains menace until end of turn. (It can’t be blocked except by two or more creatures.)
Exhaust — : Put two +1/+1 counters on this creature. (Activate each exhaust ability only once.)
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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 “: Add ” named Humble Merchant. (It loses all other creature types and names.)
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Target creature gains menace until end of turn. (It can’t be blocked except by two or more creatures.)
Creatures target player controls get +2/+0 until end of turn.
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Flying, vigilance
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
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Flash
When this creature enters, create a 1/1 white Ally creature token.
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When this Vehicle enters, return up to one other target nonland permanent to its owner’s hand.
Exhaust — Waterbend : This Vehicle becomes an artifact creature. Put three +1/+1 counters on it. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for . Activate each exhaust ability only once.)
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When this enchantment enters, creatures you control get +2/+2 until end of turn.
Whenever one or more Allies you control deal combat damage to a player, draw a card.
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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 .
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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..
During your turn, each Lesson card in your graveyard has flashback .
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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.
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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.
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Choose one —
• Iroh’s Demonstration deals 1 damage to each creature your opponents control.
• Iroh’s Demonstration deals 4 damage to target creature.
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Counter target spell unless its controller pays .
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: Add .
: Add one mana of any color. Spend this mana only to cast an Ally spell or activate an ability of an Ally source.
, : Create a 1/1 white Ally creature token.
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: Add .
: Add one mana of any color. Spend this mana only to cast an Ally spell or activate an ability of an Ally source.
, : Create a 1/1 white Ally creature token.
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Firebending 1 (Whenever this creature attacks, add . This mana lasts until end of combat.)
Exhaust — : Put a +1/+1 counter on Jeong Jeong. When you next cast a Lesson spell this turn, copy it and you may choose new targets for the copy. (Activate each exhaust ability only once.)
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When this creature enters, put a +1/+1 counter on target creature.
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When Jet enters, he deals damage equal to the number of creatures you control to target creature an opponent controls.
When Jet dies, put a +1/+1 counter on each of up to two target creatures.
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Kicker (You may pay an additional as you cast this spell.)
Target creature can’t block this turn. If this spell was kicked, gain control of that creature until end of turn, untap it, and it gains haste until end of turn.
Create a Clue token. (It’s an artifact with “, Sacrifice this token: Draw a card.”)
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, : 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.)
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June can’t be blocked as long as you’ve drawn two or more cards this turn.
, Sacrifice another creature: Create a Clue token. Activate only during your turn. (It’s an artifact with “, Sacrifice this token: Draw a card.”)
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At the beginning of your end step, if Katara is tapped, put a +1/+1 counter on her.
Waterbend : Draw a card. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for .)
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