Zolgone
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Commander
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Commander
Guru Pathik
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.
Whenever you cast a Lesson, Saga, or Shrine spell, put a +1/+1 counter on another target creature you control.
Legendary Creature - Human Ally Monk

Commander
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Artifact
Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Artifact
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Creature
Badgermole
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.)
Creatures you control with +1/+1 counters on them have trample.
Creatures you control with +1/+1 counters on them have trample.
Creature - Mole Badger

Bumi, King of Three Trials
When Bumi enters, choose up to X, where X is the number of Lesson cards in your graveyard —
• Put three +1/+1 counters on Bumi.
• Target player scries 3.
• 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.)
• Put three +1/+1 counters on Bumi.
• Target player scries 3.
• 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.)
Legendary Creature - Human Ally Noble

Earth Kingdom General
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.
Whenever you put one or more +1/+1 counters on a creature, you may gain that much life. Do this only once each turn.
Creature - Human Soldier Ally

Go-Shintai of Lost Wisdom
Flying
At the beginning of your end step, you may pay . When you do, target player mills X cards, where X is the number of Shrines you control. (To mill a card, a player puts the top card of their library into their graveyard.)
At the beginning of your end step, you may pay . When you do, target player mills X cards, where X is the number of Shrines you control. (To mill a card, a player puts the top card of their library into their graveyard.)
Legendary Creature Enchantment - Shrine

Haru, Hidden Talent
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.)
Legendary Creature - Human Ally Peasant

Kami of Transience
Trample
Whenever you cast an enchantment spell, put a +1/+1 counter on this creature.
At the beginning of each end step, if an enchantment was put into your graveyard from the battlefield this turn, you may return this card from your graveyard to your hand.
Whenever you cast an enchantment spell, put a +1/+1 counter on this creature.
At the beginning of each end step, if an enchantment was put into your graveyard from the battlefield this turn, you may return this card from your graveyard to your hand.
Creature - Spirit

Master Pakku
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Whenever Master Pakku becomes tapped, target player mills X cards, where X is the number of Lesson cards in your graveyard. (They put the top X cards of their library into their graveyard.)
Whenever Master Pakku becomes tapped, target player mills X cards, where X is the number of Lesson cards in your graveyard. (They put the top X cards of their library into their graveyard.)
Legendary Creature - Human Advisor Ally

Thassa, Deep-Dwelling
Indestructible
As long as your devotion to blue is less than five, Thassa isn't a creature.
At the beginning of your end step, exile up to one other target creature you control, then return that card to the battlefield under your control.
: Tap another target creature.
As long as your devotion to blue is less than five, Thassa isn't a creature.
At the beginning of your end step, exile up to one other target creature you control, then return that card to the battlefield under your control.
: Tap another target creature.
Legendary Creature Enchantment - God

The Boulder, Ready to Rumble
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.)
Legendary Creature - Human Warrior Performer

The Earth King
When The Earth King enters, create a 4/4 green 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.
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.
Legendary Creature - Human Ally Noble

The Mechanist, Aerial Artisan
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.
: Until end of turn, target artifact token you control becomes a 3/1 Construct artifact creature with flying.
Legendary Creature - Human Artificer Ally

Toph, Earthbending Master
Landfall — Whenever a land you control enters, you get an experience counter.
Whenever you attack, earthbend X, where X is the number of experience counters you have. (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.)
Whenever you attack, earthbend X, where X is the number of experience counters you have. (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.)
Legendary Creature - Human Warrior Ally

Toph, the Blind Bandit
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.
Toph's power is equal to the number of +1/+1 counters on lands you control.
Legendary Creature - Human Warrior Ally

Creature
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Enchantment
Behold the Unspeakable
(As this Saga enters and after your draw step, add a lore counter.)
I — Creatures you don't control get -2/-0 until your next turn.
II — If you have one or fewer cards in hand, draw four cards. Otherwise, scry 2, then draw two cards.
III — Exile this Saga, then return it to the battlefield transformed under your control.
I — Creatures you don't control get -2/-0 until your next turn.
II — If you have one or fewer cards in hand, draw four cards. Otherwise, scry 2, then draw two cards.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Enchantment - Saga


Boseiju Reaches Skyward
(As this Saga enters and after your draw step, add a lore counter.)
I — Search your library for up to two basic Forest cards, reveal them, put them into your hand, then shuffle.
II — Put up to one target land card from your graveyard on top of your library.
III — Exile this Saga, then return it to the battlefield transformed under your control.
I — Search your library for up to two basic Forest cards, reveal them, put them into your hand, then shuffle.
II — Put up to one target land card from your graveyard on top of your library.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Enchantment - Saga


Chakra Meditation
When this enchantment enters, return up to one target instant or sorcery card from your graveyard to your hand.
Whenever you cast an instant or sorcery spell, draw a card. Then discard a card unless there are three or more Lesson cards in your graveyard.
Whenever you cast an instant or sorcery spell, draw a card. Then discard a card unless there are three or more Lesson cards in your graveyard.
Enchantment

Earthbender Ascension
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.
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.
Enchantment

Founding the Third Path
Read ahead (Choose a chapter and start with that many lore counters. Add one after your draw step. Skipped chapters don't trigger. Sacrifice after III.)
I — You may cast an instant or sorcery spell with mana value 1 or 2 from your hand without paying its mana cost.
II — Target player mills four cards.
III — Exile target instant or sorcery card from your graveyard. Copy it. You may cast the copy.
I — You may cast an instant or sorcery spell with mana value 1 or 2 from your hand without paying its mana cost.
II — Target player mills four cards.
III — Exile target instant or sorcery card from your graveyard. Copy it. You may cast the copy.
Enchantment - Saga

Inventive Iteration
(As this Saga enters and after your draw step, add a lore counter.)
I — Return up to one target creature or planeswalker to its owner's hand.
II — Return an artifact card from your graveyard to your hand. If you can't, draw a card.
III — Exile this Saga, then return it to the battlefield transformed under your control.
I — Return up to one target creature or planeswalker to its owner's hand.
II — Return an artifact card from your graveyard to your hand. If you can't, draw a card.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Enchantment - Saga


Jugan Defends the Temple
(As this Saga enters and after your draw step, add a lore counter.)
I — Create a 1/1 green Human Monk creature token with ": Add ."
II — Put a +1/+1 counter on each of up to two target creatures.
III — Exile this Saga, then return it to the battlefield transformed under your control.
I — Create a 1/1 green Human Monk creature token with ": Add ."
II — Put a +1/+1 counter on each of up to two target creatures.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Enchantment - Saga


Kiora Bests the Sea God
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Create an 8/8 blue Kraken creature token with hexproof.
II — Tap all nonland permanents target opponent controls. They don't untap during their controller's next untap step.
III — Gain control of target permanent an opponent controls. Untap it.
I — Create an 8/8 blue Kraken creature token with hexproof.
II — Tap all nonland permanents target opponent controls. They don't untap during their controller's next untap step.
III — Gain control of target permanent an opponent controls. Untap it.
Enchantment - Saga

Kyoshi Island Plaza
When Kyoshi Island Plaza enters, search your library for up to X basic land cards, where X is the number of Shrines you control. Put those cards onto the battlefield tapped, then shuffle.
Whenever another Shrine you control enters, search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Whenever another Shrine you control enters, search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Legendary Enchantment - Shrine

Nightmares and Daydreams
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I, II, III — Until your next turn, whenever you cast an instant or sorcery spell, target player mills cards equal to that spell's mana value.
IV — Draw a card. If a graveyard has twenty or more cards in it, draw three cards instead.
I, II, III — Until your next turn, whenever you cast an instant or sorcery spell, target player mills cards equal to that spell's mana value.
IV — Draw a card. If a graveyard has twenty or more cards in it, draw three cards instead.
Enchantment - Saga

Solid Ground
When this enchantment enters, 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.)
If one or more +1/+1 counters would be put on a permanent you control, that many plus one +1/+1 counters are put on it instead.
If one or more +1/+1 counters would be put on a permanent you control, that many plus one +1/+1 counters are put on it instead.
Enchantment

Song of Freyalise
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Until your next turn, creatures you control gain ": Add one mana of any color."
III — Put a +1/+1 counter on each creature you control. Those creatures gain vigilance, trample, and indestructible until end of turn.
I, II — Until your next turn, creatures you control gain ": Add one mana of any color."
III — Put a +1/+1 counter on each creature you control. Those creatures gain vigilance, trample, and indestructible until end of turn.
Enchantment - Saga

The First Iroan Games
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I — Create a 1/1 white Human Soldier creature token.
II — Put three +1/+1 counters on target creature you control.
III — If you control a creature with power 4 or greater, draw two cards.
IV — Create a Gold token. (It's an artifact with "Sacrifice this token: Add one mana of any color.")
I — Create a 1/1 white Human Soldier creature token.
II — Put three +1/+1 counters on target creature you control.
III — If you control a creature with power 4 or greater, draw two cards.
IV — Create a Gold token. (It's an artifact with "Sacrifice this token: Add one mana of any color.")
Enchantment - Saga

The Huntsman's Redemption
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Create a 3/3 green Beast creature token.
II — You may sacrifice a creature. If you do, search your library for a creature or basic land card, reveal it, put it into your hand, then shuffle.
III — Up to two target creatures each get +2/+2 and gain trample until end of turn.
I — Create a 3/3 green Beast creature token.
II — You may sacrifice a creature. If you do, search your library for a creature or basic land card, reveal it, put it into your hand, then shuffle.
III — Up to two target creatures each get +2/+2 and gain trample until end of turn.
Enchantment - Saga

The Legend of Kyoshi
(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.
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.
Enchantment - Saga


The Mirari Conjecture
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Return target instant card from your graveyard to your hand.
II — Return target sorcery card from your graveyard to your hand.
III — Until end of turn, whenever you cast an instant or sorcery spell, copy it. You may choose new targets for the copy.
I — Return target instant card from your graveyard to your hand.
II — Return target sorcery card from your graveyard to your hand.
III — Until end of turn, whenever you cast an instant or sorcery spell, copy it. You may choose new targets for the copy.
Enchantment - Saga

Waterbender Ascension
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 .)
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 .)
Enchantment

Enchantment
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Instant
Waterbender's Restoration
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 creatures you control. Return those cards to the battlefield under their owner's control at the beginning of the next end step.
Exile X target creatures you control. Return those cards to the battlefield under their owner's control at the beginning of the next end step.
Instant - Lesson

Instant
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Land
Ba Sing Se
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.)
: 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.)
Land

Land
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Sorcery
Aang's Journey
Kicker (You may pay an additional 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.
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.
Sorcery - Lesson

Echocasting Symposium
Target player creates a token that's a copy of target creature you control.
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Sorcery - Lesson

Rockalanche
Earthbend X, where X is the number of Forests you control. (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.)
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery - Lesson

Secret of Bloodbending
As an additional cost to cast this spell, you may waterbend .
You control target opponent during their next combat phase. If this spell's additional cost was paid, you control that player during their next turn instead. (You see all cards that player could see and make all decisions for them.)
Exile Secret of Bloodbending.
You control target opponent during their next combat phase. If this spell's additional cost was paid, you control that player during their next turn instead. (You see all cards that player could see and make all decisions for them.)
Exile Secret of Bloodbending.
Sorcery - Lesson

Spirit Water Revival
As an additional cost to cast this spell, you may waterbend . (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for .)
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.
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.
Sorcery

Sorcery
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Deck Info
Deck stats
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