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.
When this enchantment enters, airbend up to one target creature. Whenever a creature you control enters, put a quest counter on this enchantment. At the beginning of your end step, if this enchantment has four or more quest counters on it, exile up to one target creature you control, then return it to the battlefield under its owner's control.
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.
Choose up to one target creature, then airbend all other creatures. Until your next turn, your opponents can't cast spells from anywhere other than their hands. Exile Avatar's Wrath.
Vigilance You may look at the top card of your library any time. You may cast Ally spells from the top of your library. Sacrifice Hakoda: Creatures you control get +0/+5 and gain indestructible until end of turn.
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.
Flying The first non-Lemur creature spell with flying you cast during each of your turns costs {1} less to cast. Whenever another creature you control with flying enters, Momo gets +1/+1 until end of turn.
Whenever this creature or another Ally you control enters, you gain 1 life. If this is the second time this ability has resolved this turn, draw a card.
Other creatures you control get +1/+0. Whenever another permanent you control leaves the battlefield during your turn, create a 1/1 white Ally creature token. This ability triggers only once each turn.
Create X 1/1 white Ally creature tokens, then put a +1/+1 counter on each creature you control.
"When this is finished, the Avatar will have defeated the Fire Lord, we will have control of the Fire Nation capital, and this war will be over!" —Hakoda
Whenever you cast a spell, create a 1/1 colorless Spirit creature token with "This token can't block or be blocked by non-Spirit creatures." Exhaust — Waterbend {20}: Take an extra turn after this one.
Whenever you cast a noncreature spell, create a Clue token. {T}: Until end of turn, target artifact token you control becomes a 3/1 Construct artifact creature with flying.
"We're just in the process of improving upon what's already here."
As an additional cost to cast this spell, you may waterbend {10}. 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. Exile Secret of Bloodbending.
As an additional cost to cast this spell, you may waterbend {6}. 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.
Flash Prowess 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.
Flash Flying, vigilance When Wan Shi Tong enters, put X +1/+1 counters on him. Then draw half X cards, rounded down. Whenever an opponent searches their library, put a +1/+1 counter on Wan Shi Tong and draw a card.
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 {4}: Target creature can't be blocked this turn.
Firebending 1 Tap an untapped Ally you control: Exile target card from a graveyard. Whenever this creature attacks, you may cast an Ally spell from among cards you own exiled with this creature.
Each creature with mana value X or less loses all abilities until end of turn. Destroy those creatures.
The solar eclipse robbed Firebenders of their ability to firebend, giving Team Avatar an eight-minute window to storm the capital and defeat the Fire Lord.
Trample When The Fire Nation Drill enters, you may tap it. When you do, destroy target creature with power 4 or less. {1}: Permanents your opponents control lose hexproof and indestructible until end of turn. Crew 2