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)
4 for a 3/2 flyer is fine. Airbend can be pretty powerful at times, and works really well on offense or with your own ETB triggers. The lifelink will come up often enough to be relevant when considering the cards power as well.
For the most part, this is just airbend for 2 mana. It’s not terrible, but if you are able to ascend this with good ETBs, it could prove to be decent as well.
I like this card quite a bit. Assuming you airbend your opponents creature, and they have to pay 2 to recast it, it feels a bit more like this costs W to flicker a creature and draw a card.
This is a really tricky card to throw into any deck. It could often end up doing nothing/be bad for you. I do like it as a sideboard option against decks with multiple creatures with 5 or greater power.
This is a slightly worse version of Selfless Savior. It’s able to protect the majority of creatures, but there are a few non-ally creatures it cannot protect.
These types of tricks are typically pretty bad. The only place you might want to try it is in a hyper-aggressive creature deck. Otherwise, I’d advise avoiding it.
This is weak when cast with >3 plains in play, and scales up the “whiter” your deck is. It can be a bomb if you somehow end up in (or very close to) mono White.
I really like the design of this card. It’s alright in your average white deck, but is a huge enabler for the go-wide builds. Acting as a split card to kill creatures, or enable giant attackers.
The first chapter is a bit wordy, but it’s essentially “exile target nonland card with CMC 3 or less”. The second chapter is optional, then it turns into a 4/5 flyer that can take out blockers.
For the most part, White wants to be aggressive, and go-wide. It has plenty of creatures that provide two bodies, and payoffs for more attackers. Airbend can be used for value, but it’s best when it’s taking out blockers in aggressive decks. I’ll be breaking down Blue 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".