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As an additional cost to cast this spell, you may waterbend .
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.
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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.
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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.
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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.
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Firebending X, where X is the number of creatures you control. (Whenever this creature attacks, add X . This mana lasts until end of combat.)
: Create a 1/1 white Ally creature token.
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This spell costs less to cast if it targets a creature with flying.
Enchant creature
Enchanted creature gets -5/-3.
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Whenever a creature you control attacks alone, it gets +X/+X until end of turn, where X is the number of creatures you control.
, Discard this card: It deals damage equal to the number of creatures you control to target creature.
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Flying
Whenever one or more creatures you control with flying attack, draw a card, then discard a card. When you discard a nonland card this way, put a +1/+1 counter on target creature you control.
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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.)
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(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.)
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When The Earth King enters, create a 4/4 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.
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When The Earth King enters, create a 4/4 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.
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Trample
When The Fire Nation Drill enters, you may tap it. When you do, destroy target creature with power 4 or less.
: Permanents your opponents control lose hexproof and indestructible until end of turn.
Crew 2
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Trample
When The Fire Nation Drill enters, you may tap it. When you do, destroy target creature with power 4 or less.
: Permanents your opponents control lose hexproof and indestructible until end of turn.
Crew 2
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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 .
Until end of turn, you don’t lose unspent red mana as steps and phases end.
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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 .
Until end of turn, you don’t lose unspent red mana as steps and phases end.
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(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.
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(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.
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(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.
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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.
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(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.
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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.
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(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.
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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.
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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.
: Add one mana of any color.
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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.
: Add one mana of any color.
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Whenever you cast a noncreature spell, create a Clue token. (It’s an artifact with “, Sacrifice this token: Draw a card.”)
: Until end of turn, target artifact token you control becomes a 3/1 Construct artifact creature with flying.
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Whenever you cast a noncreature spell, create a Clue token. (It’s an artifact with “, Sacrifice this token: Draw a card.”)
: Until end of turn, target artifact token you control becomes a 3/1 Construct artifact creature with flying.
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(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.
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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.
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When The Spirit Oasis enters, draw a card for each Shrine you control.
Whenever another Shrine you control enters, draw a card.
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Flash
Ward—Waterbend (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for .)
Whenever an opponent draws their second card each turn, draw two cards.
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Flash
Ward—Waterbend
Whenever an opponent draws their second card each turn, draw two cards.
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Defender
Other permanents you control have indestructible.
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Defender
Other permanents you control have indestructible.
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This creature can’t attack or block unless you control another creature with power 4 or greater.
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Vigilance
At the beginning of your upkeep, tap this creature.
Whenever you draw your second card each turn, untap this creature.
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Vigilance
At the beginning of your upkeep, tap this creature.
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When this enchantment enters, create a Clue token. (It’s an artifact with “, Sacrifice this token: Draw a card.”)
Whenever you sacrifice a permanent during your turn, create a 1/1 white Ally creature token. This ability triggers only once each turn.
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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.)
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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.
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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.
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Nontoken artifacts you control are lands in addition to their other types. (They don't gain the ability to 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.)
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Nontoken artifacts you control are lands in addition to their other types.
At the beginning of your end step, earthbend 2.
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Nontoken artifacts you control are lands in addition to their other types.
At the beginning of your end step, earthbend 2.
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Haste
When this creature enters, create a 1/1 white Ally creature token.
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Return up to one target permanent card from your graveyard to your hand.
Create a Clue token. (It’s an artifact with “, Sacrifice this token: Draw a card.”)
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Equipped creature has “, : Tap target creature. Return Trusty Boomerang to its owner’s hand.”
Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Firebending 1 (Whenever this creature attacks, add . This mana lasts until end of combat.)
When this Vehicle enters, target creature you control gains indestructible until end of turn.
Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
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: Until end of turn, this creature has base power 4 and gains trample.
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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 (: Attach to target creature you control. Equip only as a sorcery.)
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Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Whenever Ty Lee attacks, you may pay . When you do, target creature can’t block this turn.
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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.
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Flash
Prowess
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.
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Firebending 1 (Whenever this creature attacks, add . This mana lasts until end of combat.)
Lesson spells you cast cost less to cast.
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Create X 1/1 white Ally creature tokens, then put a +1/+1 counter on each creature you control.
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Create X 1/1 white Ally creature tokens, then put a +1/+1 counter on each creature you control.
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When this creature enters, create a Food token.
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.
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When this creature enters, create a Food token.
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.
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Whenever this creature attacks, choose target creature an opponent controls. Tap it, then you may sacrifice an artifact or creature. If you do, put a stun counter on the chosen creature. (If a permanent with a stun counter would become untapped, remove one from it instead.)
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Menace (This creature can’t be blocked except by two or more creatures.)
Firebending 1 (Whenever this creature attacks, add . This mana lasts until end of combat.)
: This creature deals 1 damage to each opponent.
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Reach, deathtouch
When this creature dies, if there’s a Lesson card in your graveyard, you gain 2 life.
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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.
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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.
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Whenever this creature attacks, creatures you control get +1/+0 until end of turn.
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Flying
: Put a fire counter on this Vehicle.
As long as this Vehicle has three or more fire counters on it, it’s an artifact creature.
Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
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Haste
Whenever another Ally you control enters, put a +1/+1 counter on that creature and it gains haste until end of turn.
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Haste
Whenever another Ally you control enters, put a +1/+1 counter on that creature and it gains haste until end of turn.
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: Creatures you control get +1/+1 until end of turn.
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Waterbend : 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 .)
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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 : 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 .)
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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 : Target creature can’t be blocked this turn.
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Draw three cards. Then discard a card unless you waterbend . (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for .)
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, : Draw a card. This ability costs less to activate for each Island you control.
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Enchant creature
Enchanted creature doesn’t untap during its controller’s untap step.
Waterbend : 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 .)
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: Add .
: Add one mana of any color. Spend this mana only to cast a Lesson or Shrine spell.
, : Add one mana of any color.
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Vigilance
Other Allies you control get +1/+1.
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This artifact enters tapped.
: Add X mana of any one color, where X is the greatest number of creatures you control that have a creature type in common.
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This artifact enters tapped.
: Add X mana of any one color, where X is the greatest number of creatures you control that have a creature type in common.
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Flying
Whenever you draw your second card each turn, you may pay . If you do, return this card from your graveyard to the battlefield with a finality counter on it. (If a creature with a finality counter on it would die, exile it instead.)
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Target creature you control gets +2/+2 until end of turn. If that creature is an Ally, it also gains flying until end of turn.
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Flying, vigilance
Waterbend , : 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 on pays for )
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Flying, vigilance
Waterbend , : You may cast a noncreature spell from your hand without paying its mana cost.
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Reach
When this creature enters, you may discard a card. If you do, draw a card.
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Firebending 2 (Whenever this creature attacks, add . This mana lasts until end of combat.)
Whenever you sacrifice another permanent, creatures you control get +1/+0 until end of turn.
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Menace
Nonbasic lands enter tapped.
: Put a conqueror counter on Zhao.
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Menace
Nonbasic lands enter tapped.
: Put a conqueror counter on Zhao.
As long as Zhao has a conqueror counter on him, nonbasic lands are Mountains.
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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 .
• Exile Zuko, then return him to the battlefield under an opponent’s control.
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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 .
• Exile Zuko, then return him to the battlefield under an opponent’s control.
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Firebending 3 (Whenever this creature attacks, add . This mana lasts until end of combat.)
: Exile the top card of your library. You may play that card this turn.
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Kicker (You may pay an additional 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.
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Exile target artifact, creature, or enchantment. Its controller creates a Clue token. (It’s an artifact with “, Sacrifice this token: Draw a card.”)
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