Mechanics

The set’s mechanics with worked examples, then every word on the cards.

Airbending

Exile the target. Its owner may cast that card from exile for two generic mana, using normal timing.

How it works

  1. Choose a legal target and exile it when the effect resolves.
  2. The owner can cast the exiled card for {2}; a creature without flash normally waits until their main phase.
  3. Tokens cease to exist after leaving the battlefield, so they cannot return this way.

On the card

Airbending Lesson
Airbending Lesson
Common · Instant — Lesson · At the table

Airbending Lesson is an instant: move a blocker, remove a token permanently, or save your own creature from removal. The exiled card can be cast for two mana later, but a creature still needs normal creature timing.

Watch out

  • Airbending does not immediately return the card.
  • An airbent land cannot be cast; the permission is to cast, not to play a land.
Rules detail & sourcesMatt Tabak · Avatar mechanics · Eliana Rabinowitz · Avatar release notes

Firebending

An attacking creature makes red mana equal to its firebending number. Spend it during that combat.

How it works

  1. Declare the creature as an attacker; its trigger goes on the stack.
  2. After the trigger resolves, spend the red mana on instants or abilities when allowed.
  3. Unused firebending mana disappears when combat ends.

On the card

Fire Nation Cadets
Fire Nation Cadets
Common · Creature — Human Soldier · At the table

With a Lesson in the graveyard, Fire Nation Cadets produces {R}{R} when it attacks. Its {2} ability can use that mana to increase its power.

Watch out

  • The mana cannot pay for a normal creature in your second main phase.
  • It is red mana, not any color; it may pay generic costs but not a blue symbol.
Rules detail & sourcesMatt Tabak · Avatar mechanics · Eliana Rabinowitz · Avatar release notes

Waterbending

Pay a stated mana cost. Each untapped creature or artifact you tap can pay one generic mana of it.

How it works

  1. Choose the ability or spell and pay all its costs.
  2. For each generic mana in the waterbend cost, either pay mana or tap an untapped artifact or creature.
  3. A newly cast creature can help. A single permanent cannot be tapped twice for the same payment.

On the card

Invasion Submersible
Invasion Submersible
Uncommon · Artifact — Vehicle · At the table

Invasion Submersible can tap itself and two other untapped artifacts or creatures to pay waterbend {3}. A Clue helps without being sacrificed.

Watch out

  • Do not tap your only blockers early without a reason.
  • If a creature must tap for a separate tap-symbol cost, it cannot also pay a waterbend portion with the same tap.
Rules detail & sourcesMatt Tabak · Avatar mechanics · Eliana Rabinowitz · Avatar release notes

Earthbending

Turn your land into a 0/0 creature with haste and add the stated number of +1/+1 counters. It remains a land.

How it works

  1. Target a land you control. When the effect resolves, it becomes a creature and gets counters.
  2. It can attack immediately if untapped, but tapping it for mana means it cannot also attack.
  3. If it dies or is exiled, the delayed trigger returns it tapped as a new land with no counters.

On the card

Badgermole
Badgermole
Common · Creature — Badger Mole · At the table

Badgermole earthbends for two. That land is a 2/2 with haste and has trample while Badgermole remains in play.

Watch out

  • Returning to your hand or library is not dying or being exiled, so the return trigger does not help.
  • Earthbending an already earthbent land adds more counters; it does not replace existing counters.
Rules detail & sourcesMatt Tabak · Avatar mechanics · Eliana Rabinowitz · Avatar release notes

Lessons

Lesson is an instant or sorcery subtype. The word itself adds no extra action; other cards reward casting Lessons or putting them in your graveyard.

How it works

  1. Look for “Lesson” on the type line.
  2. Cast it normally and follow its rules text.
  3. After it resolves, it usually goes to the graveyard, where other cards may count it.

On the card

Accumulate Wisdom
Accumulate Wisdom
Uncommon · Instant — Lesson · At the table

Accumulate Wisdom checks for three Lessons already in the graveyard. The copy you are casting is still on the stack and does not count itself.

Watch out

  • This set does not use learn to fetch Lessons from outside the game.
  • A Lesson exiled or returned to your hand no longer counts in the graveyard.
Rules detail & sourcesMatt Tabak · Avatar mechanics · Eliana Rabinowitz · Avatar release notes

Each exhaust ability can normally be activated once for that permanent. It is an activated ability, not a spell.

How it works

  1. Pay the full printed cost at a legal time.
  2. Remember that this ability has been used.
  3. A card that leaves and returns is a new permanent and can use its exhaust ability again.

On the card

Invasion Submersible
Invasion Submersible
Uncommon · Artifact — Vehicle · At the table

Invasion Submersible becomes a creature after you pay its exhaust cost. Bouncing and replaying it creates a new Vehicle, but costs time and mana.

Watch out

  • Unused mana does not let you activate the same exhaust ability a second time.
  • A specific “only during your turn” restriction still applies.
Rules detail & sourcesMatt Tabak · Avatar mechanics · Eliana Rabinowitz · Avatar release notes

Double-faced Sagas

7 in Cards →

A Saga tells a story through chapter abilities. The last chapter of these Sagas exiles the card and returns its creature face.

How it works

  1. It enters with its first lore counter; chapter I triggers.
  2. At the start of your first main phase, add a lore counter and trigger the next chapter.
  3. Follow the final chapter’s transform instructions. The returning creature is a new permanent.

On the card

The Legend of Yangchen // Avatar Yangchen
The Legend of Yangchen // Avatar Yangchen
Mythic · Enchantment — Saga // Legendary Creature — Avatar · At the table

Read all chapters of The Legend of Yangchen before casting it. Keep the reverse side handy so everyone knows what will enter after the final chapter.

Watch out

  • It does not gain a lore counter in upkeep.
  • The new creature normally cannot attack immediately unless it has haste.
Rules detail & sourcesMatt Tabak · Avatar mechanics · Eliana Rabinowitz · Avatar release notes

Clues

A Clue is an artifact token with “{2}, sacrifice this token: draw a card.” It also counts as an artifact for waterbending.

How it works

  1. Make the Clue when the effect tells you to.
  2. You may tap it to help waterbend without using it up.
  3. You may later pay two mana and sacrifice it to draw, even if it is tapped.

On the card

Messenger Hawk
Messenger Hawk
Common · Creature — Bird Scout · At the table

Messenger Hawk creates a Clue. On your next turn, your normal draw plus a Clue draw makes two cards drawn and gives Hawk its bonus.

Watch out

  • Creating a Clue does not itself draw a card.
  • Directly creating a Clue is not the keyword action investigate.
Rules detail & sourcesMatt Tabak · Avatar mechanics · Eliana Rabinowitz · Avatar release notes

Allies

Ally is a creature type. It has no built-in ability, but cards can reward you for controlling Allies or for Allies entering.

How it works

  1. Check the type line for Ally.
  2. Read whether the reward cares about another Ally, any Ally, or the number of Allies.
  3. Include enough cheap Allies for the reward to happen regularly.

On the card

White Lotus Reinforcements
White Lotus Reinforcements
Uncommon · Creature — Human Soldier Ally · At the table

White Lotus Reinforcements gives other Allies +1/+1. It does not give itself the bonus.

Watch out

  • Not every named character is an Ally.
  • A reward that says “other” excludes the card with that ability.
Rules detail & sourcesMatt Tabak · Avatar mechanics · Eliana Rabinowitz · Avatar release notes

Distinctions that prevent mistakes

6

Wordings that look familiar and are not. Read them before your first game.

Raid

Raid checks whether you attacked this turn. The attacker does not need to survive or deal damage. Cruel Administrator checks as it enters.

Raid checks whether you attacked this turn. The attacker does not need to survive or deal damage. Cruel Administrator checks as it enters.

At the table. Read the exact cost and restrictions on Cruel Administrator.

Affinity

Each qualifying permanent reduces the generic part of the spell’s cost by one. Colored symbols still need their colors.

Each qualifying permanent reduces the generic part of the spell’s cost by one. Colored symbols still need their colors.

At the table. Allies at Last costs one generic mana less for each Ally you control. You still need the green mana, and creatures of your own to deal the damage.

Landcycling

Pay the cycling cost and discard the card to search for the stated kind of land. This is an activated ability, not casting the creature.

Pay the cycling cost and discard the card to search for the stated kind of land. This is an activated ability, not casting the creature.

At the table. Discard Rabaroo Troop and pay {2} to find a Plains, even on an opponent’s turn. You do not get the creature as well.

Prowess

Casting a noncreature spell gives this creature +1/+1 until end of turn for each prowess ability it has.

Casting a noncreature spell gives this creature +1/+1 until end of turn for each prowess ability it has.

At the table. Read the exact cost and restrictions on Firebending Student.

Flashback

You may cast this card from your graveyard for its flashback cost, at normal timing. It is exiled when it leaves the stack afterward.

You may cast this card from your graveyard for its flashback cost, at normal timing. It is exiled when it leaves the stack afterward.

At the table. Read the exact cost and restrictions on Join the Dance.

Shrines

Shrine is an enchantment type. Each Shrine explains what it counts and does; it has no extra rules by itself.

Read the Shrine’s ability and count the Shrines you control when needed.

A second Shrine can improve the first one’s effect.

Creature types such as Ally and Shrine enchantment types are different.

At the table. Southern Air Temple puts counters on every creature you control when it enters, counting your Shrines. Later Shrines trigger another counter for each creature.

Glossary

Every word on the cards and in the deck plans, defined once. Find a term, read its wording, then see it on a card.

66 terms · A–ZComprehensive Rules effective Sep 25 · checked Oct 29

Symbols

A

Affinity

Keyword ability

Reduce the generic part of this spell’s cost by one for each permanent of the specified kind you control.

Watch out: It does not reduce the colored mana symbols. Check exactly what the card has affinity for.

C

Cascade

Card mechanic

When you cast this spell, exile cards from the top until you find a nonland with a lower mana value. You may cast that card without paying its mana cost if the resulting spell also costs less. Put the other exiled cards on the bottom randomly.

Curve

Strategy

How many spells you can cast at each mana cost. A deck needs early plays as well as strong expensive cards.

D

Double strike

Keyword ability

This creature deals combat damage in the first-strike damage step and again in the normal damage step if it is still in combat.

Watch out: If its blocker dies in the first step, a blocked attacker does not hit the player in the second step unless an ability such as trample allows it.

E

Equip

Keyword ability

Pay the equip cost to attach this Equipment to a target creature you control. Normally, activate equip only in your main phase when the stack is empty.

Watch out: The Equipment usually stays on the battlefield when the creature leaves. Moving it to another creature normally costs another equip activation.

F

Finality counters

Counter

If a permanent with a finality counter would go from the battlefield to a graveyard, exile it instead.

Watch out: It does not die when this replacement sends it to exile, so ordinary “dies” abilities do not trigger.

H

I

K

Keyword counters

Counter

A keyword counter grants its named ability, such as trample, to the object it is on.

Watch out: A trample counter is not a +1/+1 counter. The named ability and the creature’s size are separate.

L

M

P

R

Replicate

Keyword ability

As you cast this spell, you may pay its replicate cost additional times. Its triggered ability makes one copy for each payment, with new targets if you want.

Watch out: The copies are not cast. Countering the original spell does not by itself remove the replicate ability or its copies.

S

Signal

Strategy · Draft

The useful cards arriving from another player can suggest which colors they are not taking. One card is weak evidence.

Synergy

Strategy

Two cards help each other do more than they would separately.

T

Tap and untap

Keyword action

Tap means turn a permanent sideways; untap means return it upright. A tap symbol in a cost means you must tap that permanent to pay.

Watch out: Being tapped by another effect does not activate an ability or produce mana. Creatures normally cannot pay their own tap-symbol costs until you have controlled them since your turn began.

Treasure

Token

A standard Treasure token is an artifact you can tap and sacrifice to add one mana of any color.

Watch out: A Treasure is not a land. Using it spends the token; it does not remain for another turn.

Typecycling & landcycling

Keyword ability

From your hand, pay the listed cost and discard the card. Search your library for the named kind of card, reveal it, put it into your hand, then shuffle.

Watch out: Basic landcycling finds a basic land. Mountaincycling finds a Mountain card; Halflingcycling finds a Halfling card. This does not put the found card onto the battlefield.

U

V

W

Wheel

Strategy · Draft

A pack returns to you after the other drafters have taken cards from it.

Terms shared across sets: Learn glossary →