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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.)
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 has vigilance as long as there's a Lesson card in your graveyard. Whenever another creature you control dies, put a +1/+1 counter on Aang.
Flying (This creature can't be blocked except by creatures with flying or reach.) Vigilance (Attacking doesn't cause this creature to tap.) Other creatures you control have vigilance.
Flying (This creature can't be blocked except by creatures with flying or reach.) Vigilance (Attacking doesn't cause this creature to tap.) Other creatures you control have vigilance.
Flying (This creature can't be blocked except by creatures with flying or reach.) Vigilance (Attacking doesn't cause this creature to tap.) Other creatures you control have vigilance.
When Aang enters, airbend another target creature. (Exile it. While it's exiled, its owner may cast it for 2 rather than its mana cost.) Whenever one or more creatures you control leave the battlefield without dying, you get an experience counter. At the beginning of your upkeep, create a 1/1 white Ally creature token for each experience counter you have.
When Aang enters, airbend another target creature. (Exile it. While it's exiled, its owner may cast it for 2 rather than its mana cost.) Whenever one or more creatures you control leave the battlefield without dying, you get an experience counter. At the beginning of your upkeep, create a 1/1 white Ally creature token for each experience counter you have.
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.
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.
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.
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.
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.
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 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 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 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 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.
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Creatures you control get +2/+0 and gain alpha strike until end of turn. (A creature with alpha strike has first strike as long as it's blocking or being blocked by a creature that comes after it alphabetically.)
Creatures you control get +2/+0 and gain alpha strike until end of turn. (A creature with alpha strike has first strike as long as it's blocking or being blocked by a creature that comes after it alphabetically.)
When Aatchik enters, create a 1/1 green Insect creature token for each artifact and/or creature card in your graveyard. Whenever another Insect you control dies, put a +1/+1 counter on Aatchik. Each opponent loses 1 life.