Rarity: R
#: 346
Creature Type or Sub Type: Legendary Creature — Human Avatar Ally // Legendary Creature — Avatar Ally
P: 3/4
T: 3/4
Rules Text Contains: 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 amo...
Rarity: T
#: 1 // 22
Creature Type or Sub Type: Token Legendary Creature — Avatar // Token Artifact — Treasure
P: 20
T: 20
Rules Text Contains: Flying, indestructible
//
Treasure
T, Sacrifice this token: Add one mana of any color.
Rarity: R
#: 204
Creature Type or Sub Type: Legendary Creature — Human Avatar Ally // Legendary Creature — Avatar Spirit Ally
P: 2/5
T: 3/5
Rules Text Contains: Flash
Flying
When Aang enters, airbend up to one other target creature or spell. (Exile it. While it's exiled, its owner may...
Rarity: U
#: 4
Creature Type or Sub Type: Legendary Creature — Human Avatar Ally
P: 3
T: 2
Rules Text Contains: 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...
Rarity: C
#: 54
Creature Type or Sub Type: Creature — Bird Rogue
P: 1
T: 4
Rules Text Contains: Flying
When Aarakocra Sneak enters the battlefield, you take the initiative.
Flavor: "Shhh! I think I hear goblins. And I definitely smell them."
Rarity: C
#: 97
Creature Type or Sub Type: Sorcery
Rules Text Contains: 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.)
Fl...
Rarity: R
#: 360
Creature Type or Sub Type: Legendary Creature — Insect Druid
P: 3
T: 3
Rules Text Contains: 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 co...
Rarity: R
#: 187
Creature Type or Sub Type: Legendary Creature — Insect Druid
P: 3
T: 3
Rules Text Contains: 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 co...
Rarity: U
#: 107
Creature Type or Sub Type: Sorcery
Rules Text Contains: Choose and discard X cards: Look at target opponent’s hand and choose X of those cards. That player discards the chosen cards.
Flavor: As Gerrard's form vanished into the maw of trees, Hanna mouthed a silent plea, ...
Rarity: U
#: 115
Creature Type or Sub Type: Instant
Rules Text Contains: Up to two target creatures each get +1/+0 and gain first strike until end of turn.
Madness 1R (If you discarded this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyar...
Rarity: C
#: 127
Creature Type or Sub Type: Sorcery
Rules Text Contains: Up to two target creatures can't block this turn.
Flashback 3R (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Flavor: You don't have to outrun the werewolf; you only have to out...
Rarity: C
#: 127
Creature Type or Sub Type: Sorcery
Rules Text Contains: Up to two target creatures can't block this turn.
Flashback 3R (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Flavor: You don't have to outrun the werewolf; you only have to out...
Rarity: R
#: 386
Creature Type or Sub Type: Land
Rules Text Contains: This land enters tapped unless you control a basic land.
T: Add W.
3W, T: Put a +1/+1 counter on each creature you control.
Flavor: Aang once knew this place to be full of monks, lemurs, and bison.
Rarity: L
#: 255
Creature Type or Sub Type: Land
Rules Text Contains: Abandoned Campground enters tapped unless a player has 13 or less life.
T: Add W or U.
Flavor: They say every inhabitant vanished in a single night, leaving their belongings untouched but curiously covered in moths.
Rarity: C
#: 312
Creature Type or Sub Type: Land
Rules Text Contains: Abandoned Outpost comes into play tapped.
T: Add W to your mana pool.
T, Sacrifice Abandoned Outpost: Add one mana of any color to your mana pool.
Rarity: R
#: 236
Creature Type or Sub Type: Artifact
Rules Text Contains: You may cast spells that have a cycling ability from your graveyard.
If a card that has a cycling ability would be put into your graveyard from anywhere and it wasn't cycled, exile it instead.
Flavor: Although lon...
Rarity: R
#: 158
Creature Type or Sub Type: Artifact
Rules Text Contains: You may cast nonland cards with cycling from your graveyard.
If a card with cycling would be put into your graveyard from anywhere and it wasn't cycled, exile it instead.
Flavor: Although long since dead, the bani...
Rarity: U
#: 85
Creature Type or Sub Type: Creature — Zombie
P: 3
T: 2
Rules Text Contains: First strike
Whenever a creature dealt damage by Abattoir Ghoul this turn dies, you gain life equal to that creature's toughness.
Flavor: Death took his humanity, but not his skill with the k...
Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
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Lightly Played (LP)'
Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
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Moderately Played (MP)'
Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
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Heavily Played (HP)'
Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
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Damaged (D)'
Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '