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.
Kicker {2} 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.
When Aang enters, airbend another target creature. 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.
Flying Spells you cast cost {W}{U}{B}{R}{G} less to cast. At the beginning of each upkeep, you may transform Aang, Master of Elements. If you do, you gain 4 life, draw four cards, put four +1/+1 counters on him, and he deals 4 damage to each opponent.
Flash Flying When Appa enters, airbend any number of other target nonland permanents you control. Whenever you cast a spell from exile, create a 1/1 white Ally creature token.
Flying, firebending 2 Whenever you waterbend, earthbend, firebend, or airbend, draw a card. Then if you've done all four this turn, transform Avatar Aang.
When the world needed him most, the Avatar returned.
Flying When this creature enters, you may sacrifice an artifact or creature. If you do, draw a card. Whenever another creature you control dies, if it had counters on it, put its counters on this creature.
What doesn't survive the Si Wong Desert assures that the buzzard-wasps do.