As a fan of Avatar: The Last Airbender, I think this is one of the best crossovers Magic has had, in terms of how well the IP transfers to the card game. The elemental “bending” abilities are all fun, and I look forward to seeing how they play out in limited. Let’s jump into breaking down some cards!
5.0: Disgustingly powerful and basically unbeatable. Either answer it the turn it comes down or just pack up your cards. (Gruff Triplets, Virtue of Persistence, The Eternal Wanderer)
4.5: Incredible bomb that still gives your opponent a slim chance. (Virtue of Loyalty, Imodane's Recruiter, Realm-Scorcher Hellkite)
4.0: Great rare or the absolute best uncommons and removal. (Faunsbane Troll, Gumdrop Poisoner, Talion’s Messenger)
3.5: Great role filler or removal that you never cut. (Candy Grapple, Hearth Elemental, Torch the Tower)
3.0: Good playable that I’m basically never cutting. (Shrouded Shepherd, Spellscorn Coven, Sharae of Numbing Depths)
2.5: Decent playable and the bar I hope nearly every card in my deck to reach. (Evolving Wilds, Archon's Glory, Flick a Coin)
2.0: Mediocre filler that normally is your 20-23rd card(s). (Mintstrosity, Ice Out, Grabby Giant)
1.5: Replaceable, overall bad filler. Could also be decent sideboard cards. (Titanic Growth, Scarecrow Guide, Territorial Witchstalker)
1.0: Bad filler. Gets cut most of the time. (Dark Tutelage, Kindled Heroism, Impact Tremors)
0.5: Very unhappy to main deck this, but maybe it has fringe sideboard applications. Cards that “could” be situationally decent, but bad in most situations. (Smothering Tithe, Rhystic Study, Mana Flare)
0.0: Unplayable in every possible situation. They rarely print cards this bad these days. (Hew the Entwood, One with Nothing)
There’s a good amount of application for this card. Flashing it in during combat can make all of your small creatures trade up very effectively. As well as ending the game on the spot if your opponent lets you connect with a couple of attackers.
The floor of this card is a 2/2 firebend 1 for two mana, which is pretty solid. The ascension trigger isn’t too hard to activate, and there are some very powerful ‘on attack’ triggers in this set.
Prowess + Double strike is incredibly difficult to play against. Pairing it with something as innocuous as Cunning Maneuver can result in 10 damage to the opponents face.
I’d only run this in lesson/prowess synergy decks, as this doesn’t do all that much. It’s also a good sideboard option if your opponent has a problematic land or artifact.
This sets itself up to exhaust the following turn, becoming a 7/7 trample. It’s not incredibly exciting, but I wouldn’t be too upset putting this in most decks.
I really like this card. It’s easy to turn into a creature with extra mana you have each turn, and you can crew it up to push 4 damage in the air very early.
Red is looking very powerful. The removal is solid, and the creatures are looking great as well. Red wants to be attacking in order to enable the firebenders (which are better quality than I had initially assumed), and taking out blockers with cheap burn/trick spells. I’ll be breaking down Green next, stay tuned!
Lose and Learn, Learn and Win!
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Andy "Icky" Ferguson is a long time limited grinder, with his first draft in 1999 at the age of 11. 22 years later, you can still find him streaming drafts, achieving the top ranks, including rank #1 5 months of 2021. Seasoned member of the Draft Lab squad and appointed "zen master", Andy lives by the motto; "lose and learn, learn and win".