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Size: 100Est cost: $373.54
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Commander
Katara, Water Tribe's Hope
Vigilance
When Katara enters, create a 1/1 white Ally creature token.
Waterbend : Creatures you control have base power and toughness X/X until end of turn. X can't be 0. Activate only during your turn. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for .)
When Katara enters, create a 1/1 white Ally creature token.
Waterbend : Creatures you control have base power and toughness X/X until end of turn. X can't be 0. Activate only during your turn. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for .)
Legendary Creature - Human Warrior Ally

Commander
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Artifact
Invasion Submersible
When this Vehicle enters, return up to one other target nonland permanent to its owner's hand.
Exhaust — Waterbend : This Vehicle becomes an artifact creature. Put three +1/+1 counters on it. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for . Activate each exhaust ability only once.)
Exhaust — Waterbend : This Vehicle becomes an artifact creature. Put three +1/+1 counters on it. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for . Activate each exhaust ability only once.)
Artifact - Vehicle

Artifact
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Creature
Aang, the Last Airbender
Flying
When Aang enters, airbend up to one other target nonland permanent. (Exile it. While it's exiled, its owner may cast it for rather than its mana cost.)
Whenever you cast a Lesson spell, Aang gains lifelink until end of turn.
When Aang enters, airbend up to one other target nonland permanent. (Exile it. While it's exiled, its owner may cast it for rather than its mana cost.)
Whenever you cast a Lesson spell, Aang gains lifelink until end of turn.
Legendary Creature - Human Avatar Ally

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

The Unagi of Kyoshi Island
Flash
Ward—Waterbend . (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays . They can tap their artifacts and creatures to help. Each one pays for .)
Whenever an opponent draws their second card each turn, you draw two cards.
Ward—Waterbend . (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays . They can tap their artifacts and creatures to help. Each one pays for .)
Whenever an opponent draws their second card each turn, you draw two cards.
Legendary Creature - Serpent

Ty Lee, Chi Blocker
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.
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.
Legendary Creature - Human Ally Performer

Wan Shi Tong, All-Knowing
Flying
When Wan Shi Tong enters, target nonland permanent's owner puts it into their library second from the top or on the bottom.
Whenever one or more cards are put into a library from anywhere, create two 1/1 colorless Spirit creature tokens with "This token can't block or be blocked by non-Spirit creatures."
When Wan Shi Tong enters, target nonland permanent's owner puts it into their library second from the top or on the bottom.
Whenever one or more cards are put into a library from anywhere, create two 1/1 colorless Spirit creature tokens with "This token can't block or be blocked by non-Spirit creatures."
Legendary Creature - Bird Spirit

Water Tribe Rallier
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 .)
Creature - Human Soldier Ally

Creature
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Draw
Draw
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Enchantment
Aang's Iceberg
Flash
When 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 .)
When 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 .)
Enchantment

Honest Work
Enchant creature an opponent controls
When this Aura enters, tap enchanted creature and remove all counters from it.
Enchanted creature loses all abilities and is a Citizen with base power and toughness 1/1 and ": Add " named Humble Merchant. (It loses all other creature types and names.)
When this Aura enters, tap enchanted creature and remove all counters from it.
Enchanted creature loses all abilities and is a Citizen with base power and toughness 1/1 and ": Add " named Humble Merchant. (It loses all other creature types and names.)
Enchantment - Aura

The Legend of Yangchen
(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.
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.
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

Watery Grasp
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 .)
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 .)
Enchantment - Aura

Enchantment
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Instant
Instant
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Land
Land
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Protection
Teferi's Protection
Until your next turn, your life total can't change and you gain protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.)
Exile Teferi's Protection.
Exile Teferi's Protection.
Instant

Protection
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Ramp
Archaeomancer's Map
When this artifact enters, search your library for up to two basic Plains cards, reveal them, put them into your hand, then shuffle.
Whenever a land an opponent controls enters, if that player controls more lands than you, you may put a land card from your hand onto the battlefield.
Whenever a land an opponent controls enters, if that player controls more lands than you, you may put a land card from your hand onto the battlefield.
Artifact

Ramp
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Removal
Removal
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Sorcery
Avatar's Wrath
Choose up to one target creature, then airbend all other creatures. (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 hands.
Exile Avatar's Wrath.
Until your next turn, your opponents can't cast spells from anywhere other than their hands.
Exile Avatar's Wrath.
Sorcery

Crashing Wave
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 .)
Tap up to X target creatures, then distribute three stun counters among any number of tapped creatures your opponents control. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Tap up to X target creatures, then distribute three stun counters among any number of tapped creatures your opponents control. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Sorcery

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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Tokens
Tokens
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Deck Info
Deck stats
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