This land enters tapped unless you control a basic land.: Add ., : 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.)
FlashThis 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.
FlashThis 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.
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.)
TrampleWhen 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.
Choose up to one target creature, then airbend each other creature. (Exile them. While each one is exiled, its owner may cast it for rather than its mana cost.)Until your next turn, your opponents can't cast spells from anywhere other than their hand.Exile Avatar's Wrath.
(As this Saga enters and after your drawstep, 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...
This land enters tapped unless you control a basic land.: Add ., : 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.)
FlyingAt 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
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.
FlashWard—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.