Avatar: The Last Airbender

Avatar: The Last Airbender contains 114 cards.
Released: 2025-11-21
Base set size: 286 cards.
Aang's Journey

Aang's Journey {2}

Sorcery - Lesson
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.
Aang, the Last Airbender

Aang, the Last Airbender {3}{W}

Legendary Creature - Human Avatar Ally
Flying
When Aang enters, airbend up to one other target nonland permanent.
Whenever you cast a Lesson spell, Aang gains lifelink until end of turn.
3/2
Aang's Iceberg

Aang's Iceberg {2}{W}

Enchantment
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.
Airbending Lesson

Airbending Lesson {2}{W}

Instant - Lesson
Airbend target nonland permanent.
Draw a card.
"Very interesting move, young one."
—Monk Gyatso
Appa, Steadfast Guardian

Appa, Steadfast Guardian {2}{W}{W}

Legendary Creature - Bison Ally
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.
3/4
Avatar Enthusiasts

Avatar Enthusiasts {2}{W}

Creature - Human Peasant Ally
Whenever another Ally you control enters, put a +1/+1 counter on this creature.
"There he is! There he is! The Avatar's on Kyoshi!"
2/2
Glider Kids

Glider Kids {2}{W}

Creature - Human Pilot Ally
Flying
When this creature enters, scry 1.
The Fire Nation never expected the Earth Kingdom to take to the skies.
2/3
Jeong Jeong's Deserters

Jeong Jeong's Deserters {1}{W}

Creature - Human Rebel Ally
When this creature enters, put a +1/+1 counter on target creature.
To leave the Fire Nation required incredible trust. They had that in Jeong Jeong.
1/2
Master Piandao

Master Piandao {4}{W}

Legendary Creature - Human Warrior Ally
First strike
Whenever Master Piandao attacks, look at the top four cards of your library. You may reveal an Ally, Equipment, or Lesson card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
4/4
Momo, Friendly Flier

Momo, Friendly Flier {W}

Legendary Creature - Lemur Bat Ally
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.
1/1
Path to Redemption

Path to Redemption {1}{W}

Enchantment - Aura
Enchant creature
Enchanted creature can't attack or block.
{5}, Sacrifice this Aura: Exile enchanted creature. Create a 1/1 white Ally creature token. Activate only during your turn.
"You can't always see the light at the end of the tunnel, but if you just keep moving you will come to a better place."
Rabaroo Troop

Rabaroo Troop {3}{W}{W}

Creature - Rabbit Kangaroo
Landfall — Whenever a land you control enters, this creature gains flying until end of turn and you gain 1 life.
Plainscycling {2}
Rabaroos are famous enjoyers of hopping and infamous enjoyers of cabbage.
3/5
Razor Rings

Razor Rings {1}{W}

Instant
Razor Rings deals 4 damage to target attacking or blocking creature. You gain life equal to the excess damage dealt this way.
"There's someone in there! He's bending the vines!"
—Sokka
Southern Air Temple

Southern Air Temple {3}{W}

Legendary Enchantment - Shrine
When Southern Air Temple enters, put X +1/+1 counters on each creature you control, where X is the number of Shrines you control.
Whenever another Shrine you control enters, put a +1/+1 counter on each creature you control.
The birthplace of the last Airbender.
First-Time Flyer

First-Time Flyer {1}{U}

Creature - Human Pilot Ally
Flying
This creature gets +1/+1 as long as there's a Lesson card in your graveyard.
Aang offered ancient Air Nomad wisdom to the newest generation of glider riders: Keep your mouth closed, so you don't swallow any bugs.
1/2
Flexible Waterbender

Flexible Waterbender {3}{U}

Creature - Human Warrior Ally
Vigilance
Waterbend {3}: This creature has base power and toughness 5/2 until end of turn.
"Water is the element of change."
—Iroh
2/5
Geyser Leaper

Geyser Leaper {4}{U}

Creature - Human Warrior Ally
Flying
Waterbend {4}: Draw a card, then discard a card.
With enough water pressure, a Waterbender can briefly experience the world as an Airbender.
4/3
Giant Koi

Giant Koi {4}{U}{U}

Creature - Fish
Waterbend {3}: This creature can't be blocked this turn.
Islandcycling {2}
5/7
Iguana Parrot

Iguana Parrot {2}{U}

Creature - Lizard Bird Pirate
Flying, vigilance
Prowess
A common companion for pirates, beloved for their loyalty and craftiness.
2/2
It'll Quench Ya!

It'll Quench Ya! {1}{U}

Instant - Lesson
Counter target spell unless its controller pays {2}.
"Drink cactus juice. Nothing's quenchier. It's the quenchiest!"
Katara, Bending Prodigy

Katara, Bending Prodigy {2}{U}

Legendary Creature - Human Warrior Ally
At the beginning of your end step, if Katara is tapped, put a +1/+1 counter on her.
Waterbend {6}: Draw a card.
"You can't knock me down!"
2/3
Master Pakku

Master Pakku {1}{U}

Legendary Creature - Human Advisor Ally
Prowess
Whenever Master Pakku becomes tapped, target player mills X cards, where X is the number of Lesson cards in your graveyard.
1/3
Otter-Penguin

Otter-Penguin {1}{U}

Creature - Otter Bird
Whenever you draw your second card each turn, this creature gets +1/+2 until end of turn and can't be blocked this turn.
"Will you go penguin sledding with me?"
—Aang
2/1
Rowdy Snowballers

Rowdy Snowballers {2}{U}

Creature - Human Peasant Ally
When this creature enters, tap target creature an opponent controls and put a stun counter on it.
Sokka's training was generally ineffective, but the children of Wolf Cove didn't seem to mind.
2/2
Serpent of the Pass

Serpent of the Pass {5}{U}{U}

Creature - Serpent
If there are three or more Lesson cards in your graveyard, you may cast this spell as though it had flash.
This spell costs {1} less to cast for each noncreature, nonland card in your graveyard.
Those who walk the Serpent's Pass quickly discover the origin of its name.
6/5