Last updated on November 18, 2025

Fists of Flame - Illustration by Jason Kiantoro

Fists of Flame | Illustration by Jason Kiantoro

I'm fresh off the heels of another prerelease weekend, and I'm happy to report that Avatar: The Last Airbender absolutely nailed it. Going 5-1-0 across the weekend always helps my enthusiasm level, but my two events reassured me that Magic's as great as it's ever been, even if we had a bit of a hiccup with the previous set. Let's explore some of the elements that made Avatar prerelease weekend feel like such a knock out of the park.

#1. Sold Out Events

Avatar Full Scene - Illustration by Brian Yuen

Avatar Full Scene | Illustration by Brian Yuen

In a fantastic return to form, the events in my area were pretty much all sold out, to the point where I had to reschedule an event from one store to another because the first had already sold out before I could get a chance to pre-register and play with a friend. That's not necessarily good news for me specifically, but it is good to know that local game stores were able to recover so quickly from Marvel's Spider-Man and begin selling out prereleases again. We've seen this a lot this year, with Edge of Eternities, Final Fantasy, and Tarkir: Dragonstorm all boasting full events for prerelease weekend as well.

I personally played two events this weekend, one normal Saturday prerelease followed by a Sunday Two-Headed Giant event. Shout out to Atomic Empire in Durham, North Carolina for always having such fun and organized events to participate in. Both events were full to the max, to the point where we had players on standby hoping to squeeze in on the offchance that other players didn't show up. This was especially reassuring to see after attending an 8-person Spider-Man prerelease where everyone was sort of over it after round 1.

#2. Seeded Packs Are Great

Avatar prerelease kits

I've really enjoyed the return of seeded Sealed packs for faction-based sets like Avatar and Tarkir: Dragonstorm. It lets you sort of customize your prerelease event, and gives you slightly more agency beyond just sitting down, being handed a prerelease kit, and opening up six random packs.

In case you didn't attend, players were given the choice to align with one of five different characters from Avatar, one for each color in Magic. Each kit replaced one normal Play Booster with a Seeded Booster containing cards of one color, as well as a guaranteed uncommon version of the character you chose. For example, I chose Katara for both events, and received a 15-card pack full of blue commons, uncommons, and a rare, which of course heavily pushed me towards building a Ux waterbending deck (I did, in fact, play UB to a 3-0 win that day).

This also gives aggro more of a footing for Sealed, too. In most cases, aggro decks just aren't that good in Sealed. You usually don't open a high enough denisty of impactful early plays and aggressively-slanted cards to build a compact aggro deck, but when you can pick a โ€œfirebendingโ€ kit of a mono-white Aang kit and seed an entire pack of red or white cards into your pool, you have a much greater shot of hitting that density.

My only qualm this time around is that Azula/black didn't feel very compelling to go for, since black in TLA doesn't have a specific theme like the other colors do. That didn't stop people from flocking to Azula for their kit, and it was actually Katara that was least represented at my events. I also wish the stamped pre-release rare was on-color for the kit you picked, but you at least got an on-color rare in the seeded pack, so no big deal there.

#3. Avatar Feels Like Magic

Spider-Man Promotional Art - Illustrated by Javier Charro

Spider-Man Promotional Art | Illustrated by Javier Charro

I could go into detail about why Marvel's Spider-Man flopped as a Magic: The Gathering set, but that's well-documented at this point, and we should celebrate what worked for Avatar instead.

Avatar once again proves that Universes Beyond can totally work for MTG if the property you're adapting has some sort of tie to Magic. In this case, that's almost literally magic, since the elemental bending of the Avatar universe is in synch with the mana/magic system of MTG. It's not a perfect fit, since there are four bending abilities and five colors in Magic, hence black looking a little lost this set, but this definitely felt like a Magic set, just with characters and settings we're familiar with from another IP.

This was the case for Lord of the Rings and Final Fantasy as well, which are at least partially MTG-adjacent already (or in the case of LotR, literal inspiration for Magic). Avatar further proves that selective use of Universes Beyond properties is actually exciting for the game, and further exacerbates how out of place sets that don't fit in feel. Superheroes slinging around New York just doesn't fit, even if the set produces some interesting and unique cards, or appeals to a different fandom. It makes me extremely hesitant of next year's UB sets (Marvel Super Heroes and Teenage Mutant Ninja Turtles especially), though the early success of Avatar makes me more excited for more MTG-appropriate crossovers.

#4. The Bending Mechanics are Awesome

Toph, the Blind Bandit - Illustration by Yueko

Toph, the Blind Bandit | Illustration by Yueko

While there are quite a few returning and cameo mechanics in Avatar, the new bending abilities steal the show. I'm personally still hesitant on firebending as a whole; it looks like there might be some real Constructed potential, but I'm just not jazzed about a mechanic that does literal nothing if you're not in a position to attack. I've heard some rumors coming out of Early Access that the mechanic looked strong for Draft, but I'm still reserving my judgment 'til I get my hands on the set in full.

The other three mechanics though? Chef's kiss.

It's a shame airbending doesn't show up much, because it's an extremely unique take on flickering, and the more flexible effects like Aang, Swift Savior and Airbending Lesson were very fun and skill-testing to play. My understanding is that there just aren't that many airbenders in the source material, but I would've loved to see more of this.

Earthbending and waterbending are the truth. Earthbending might've finally cracked the code on how to make a +1/+1 counter deck work in Limited, and the cards were much stonger than I anticipated. Earth Rumble playing out like Ravenous Chupacabra was unexpected, and every green player having access to Toph, the Blind Bandit was a beating.

I obviously chose waterbending for both my events, and I wasn't disappointed. I was able to land Benevolent River Spirit on turn 4 multiple times with the help of some Clue-makers, and it was silly how often I was able to transform my two copies of Aang, Swift Savior into Aang and La, Ocean's Fury during our Two-Headed Giant event.

I'm very excited about these mechanics for Draft, I'm just a little bummed we'll probably never see them again (unless we get a Legend of Korra set in the near-future).

#5. The Sealed Format was Great

Iroh, Grand Lotus - Illustration by Dalton Pencarinha

Iroh, Grand Lotus | Illustration by Dalton Pencarinha

Seeded packs aside, this just felt like a rock-solid Sealed format. The colors are compact, the hybrid cards give you a lot of flexibility, and you get a dual land in 50% of Play Boosters, which helps with fixing, but doesn't make 5-color piles trivial to play.

Iroh, Grand Lotus

Some of the more niche mechanics like shrines and the mono-colored payoffs don't really work for Sealed, but I was pleasantly surprised to see that the density of lessons was high enough to make a lesson deck work (I got rocked in one game by Iroh, Grand Lotus. You're still at the mercy of your packs, but they slapped relevant card types like ally and lesson on enough cards to make those synergies come together.

There was also a healthy balance of late-game and early-game action. Again, some of this might've been due to Seeded boosters letting people build more consistent red/firebending decks, but I felt that was balanced out by the impact of green cards, and the late-game potential of blue cards. No idea what black's supposed to be doing here, but it's a fine support color with enough solid removal to break up other decks' synergies.

I'm not a Sealed buff myself, but this was a fun time for myself and my opponents, and people seemed like they were in great spirits the whole time, even while I was wiping the floor with The Rise of Sozin and The Fire Nation Drill.

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1 Comment

  • Philippe November 17, 2025 10:12 am

    The only part i found unfortunate was the lack of enchantment removal in the set which lead to making the double faced sagas and the auras harder to deal with.

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