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.
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.
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.
This land enters tapped unless you control a basic land.: Add ., : Create a 1/1 colorless Spirit creature token with "This token can't block or be blocked by non-Spirit creatures."
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.
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.
FlashWhen this enchantment enters, exile up to one other target nonland permanent until this enchantment leaves the battlefield.Waterbend : 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 .)
FlyingThe first non-Lemur creature spell with flying you cast during each of your turns costs less to cast.Whenever another creature you control with flying enters, Momo gets +1/+1 until end of turn.
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.)
TrampleWhen 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.
TrampleWhen 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.
Vigilance, reachWhen 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.
FlyingThe first non-Lemur creature spell with flying you cast during each of your turns costs less to cast.Whenever another creature you control with flying enters, Momo gets +1/+1 until end of turn.
TrampleWhen 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
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.
FlyingWhen 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.FlyingLand creatures you...
FlashProwess (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.
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.
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.)
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.
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.