Last updated on December 22, 2025

Wan Shi Tong, Librarian | Illustration by Andrea Piparo
Mythic rares are often flashy, powerful cards that capture the strongest monsters and displays of magic in a given set. When it comes to Universes Beyond, these often focus on legendary versions of iconic characters.
Avatar: The Last Airbender has no shortage of amazing characters to capture and events to immortalize in cardboard. Let's check out the best mythic rares to see which are worth picking up!
How Many Mythic Rares Are in Avatar: The Last Airbender?

Fated Firepower | Illustration by Toshiaki Takayama
Avatar: The Last Airbender (TLA) and Avatar: The Last Airbender Eternal (TLE) have 31 total mythic raresโฆ or 92, depending on how you count them. The huge difference is a result of the bonus sheet cards from TLE that feature screenshots from the original cartoon: They're added to packs as mythics, regardless of the rarity of the card's original printing. This list only ranks the 31 new additions to Magic from both sets.
#31. The Walls of Ba Sing Se
The Walls of Ba Sing Se is a lovely meme, and little more than that. Defender decks with payoffs like Arcades, the Strategist and Felothar the Steadfast like it, I suppose. Perhaps the most exciting combo is with Jaws of Defeat, which is still so narrow as to be unremarkable.
#30. Wan Shi Tong, All-Knowing
Wan Shi Tong, All-Knowing provides the extremely rare reward for putting permanents into a players libraryโan effect so niche it's rather underwhelming. It's little more than a super-sized Man-o'-War. This card feels like your classic Starter Deck rare: Itโs neat, but too expensive to be meaningful.
#29. Sokka, Swordmaster
Sokka, Swordmaster sits in a strange space. It could be a decent equipment support card if it cheated equip costs for any creature, but you only get the free equip on Sokka, which forces you to make it a central part of your game plan. That narrows its power too much to see general play.
#28. Avatar Aang / Aang, Master of Elements
Avatar Aang is the obligatory 5-color commander every Universes Beyond set has so you can build a deck with exclusively cards from the set. As far that it goes, Aang is interestingโit actually uses the set's mechanics, unlike Cosmic Spider-Manโbut these cards are unavoidably narrow.
#27. The Rise of Sozin / Fire Lord Sozin
Sagas are powerful because they provide incremental value over several turns, and The Rise of Sozin fails there. The board wipe is good, but the extraction effect on the second chapter does little, and Fire Lord Sozin needs to survive a turn after it transforms to matter. The saga is inferior to Deadly Cover-Up, which has an extraction effect built-in to the board wipe, and Sunfall, which delivers a threat right away. There's little reason to play this outside an affinity for the character/story beat.
#26. Avatar Kyoshi, Earthbender
Avatar Kyoshi, Earthbender adds incredible power onto the board. That's about all it does, but 14 power is nothing to sneeze at, especially since hexproof generally means you get the first earthbending trigger. Some trample enablers or punch spells are all you need to finish things quickly.
#25. Secret of Bloodbending
Blue isn't terrible at making tokens with cards like Third Path Iconoclast, Saheeli, Sublime Artificer, Talrand, Sky Summoner, so waterbend 10 isn't as daunting as it looks. Stealing a player's turn sets you up for explosive plays, and just stealing a player's combat for a turn can ruin them and make you a winner. I expect Secret of Bloodbending to lead to wild turns in Commander.
#24. Azula, Ruthless Firebender
Azula, Ruthless Firebender accumulates experience counters extremely fast in Commander; cards like Burglar Rat and Vicious Rumors make your opponents discard, so you can get up to four experience counters each combat. The main downside is that the outlet for those experience counters sucks. The more players you add, the less impactful the activated ability becomes, which makes for a strange catch-22. If this card sees any play, it'll be as an experience counter battery for cards like Minthara, Merciless Soul and Kelsien, the Plague.
#23. Ozai, the Phoenix King
Ozai, the Phoenix King slaps. Literallyโthe main reason to run this is its power. Seven power is perfect for a Voltron commander. If you give Ozai double strike or double its power, which takes little effort in red, it kills an opponent in two hits. Maybe one if you can stack them. There isn't much else behind it. It's a legendary Horizon Stone, sure, but not having green makes that way less impressive than Omnath, Locus of Mana or Kruphix, God of Horizons.
#22. Avatar Roku, Firebender
Avatar Roku, Firebender has a firebending-adjacent ability that produces more mana than most proper firebending abilities. Any creature that attacks triggers it, so you can activate its ability the turn it enters, and you benefit from your opponentsโ attacks in Commander. It feels like a Commander card, a strange group hug effect that encourages opponents to attack each other so you add more power to the board. It also plays nicely with red's goad cards.
#21. Bumi, Unleashed
Bumi, Unleashed has several abilities, but untapping all your lands is the most relevant. If you make Bumi into a land with Ashaya, Soul of the Wild, you can squeeze infinite combats from it, but doubling your mana each time it connects with your opponent is plenty strong. The obstacle comes from getting Bumi through in combat, but at least it comes with a 4/4 if it eats a removal spell.
#20. Zuko, Firebending Master
While the other mono-colored experience counter cards can slip into the 99 of other experience counter commanders, Zuko, Firebending Master needs to be built around because both firebending and Zuko's experience trigger require intentional deckbuilding. You can't just slap it into Otharri, Suns' Glory and expect it to work. That said, it also has an impressive ceiling: A creature that makes big bursts of mana can win games, even if you need to build around it. Perhaps a Hellkite Charger for infinite combats?
#19. The Legend of Kuruk / Avatar Kuruk
The Legend of Kuruk draws cards very, very slowly, though two Preordains is nothing to sneeze at. Most of this saga's power lies in its flipside, Avatar Kuruk. Kuruk swarms the board with tokens, adding enough bodies to the board to make the waterbending 20 cost manageable. The Legend of Kuruk might be a little too back-loaded for modern Magic's fast-paced gameplay, but it has potential.
#18. Aang, Airbending Master
Aang, Airbending Master converts flicker effects into experience counters and tokens, which plays nicely into what white does. White has access to proliferate effects and ways to exploit or increase token generation. Aang itself is slowโit needs to survive a turn cycle before you get a single token, which is a lot for a 5-dropโbut a deck built to play the long game could make it work.
#17. The Legend of Roku / Avatar Roku
The Legend of Roku starts strong with a triple impulse draw, then drops off hard. One mana is probably necessary to balance it at this cost, but it still underwhelms, as does Avatar Roku, which needs additional mana for impact. While the final chapters underwhelm, it isnโt a bad card: A 4-mana draw 3 isn't unplayable considering how much synergy comes from casting spells from exile. The additional upside is perfectly fine, and a frontloaded saga is better than a backloaded one.
#16. Fire Lord Ozai
Most sacrifice cards encourage sacrificing small creatures often, so I appreciate that Fire Lord Ozai sacrifices big creatures. This ability is different from a firebending ability: The red mana pip is in the card's ability, not reminder text, so this card has a Rakdos () color identity. Ozai's activated ability is a reasonable outlet for its mana generation and interacts favorably with many cast-from-exile cards. That said, it might just be inferior to Rakdos, the Muscle in terms of payoffs for sacrificing big creatures.
#15. Hei Bai, Forest Guardian
TLA introduced a new cycle of shrines, so we naturally need a new 5-color legend to tie them together. I actually quite like Hei Bai, Forest Guardian as a shrine commander. The average shrine costs about 3 mana, so you get an average of 7 mana from the 4 you spent, and even when you spend 6 mana to recast it the first time. Hei Bai gets straight to your deck's value engine, unlike Go-Shintai of Life's Origin, which just makes the shrines you've already drawn stronger.
#14. United Front
United Front lacks the impact to be played alone, but it could work in a synergistic shell. If you pair it with cards like Shalai and Hallar or Danny Pink that care about when counters are placed on cards en masse, you could do something pretty good. Ally decks rely on a critical mass of their creature type for cards like Sea Gate Loremaster and Kalastria Healer, which makes it a strong support card for the archetype.
#13. Katara, Waterbending Master
Katara, Waterbending Master has a unique method of accumulating experience counters, with an enticing reward. As a cheap card draw engine, it's playable in any blue experience counter deck. Accumulating your deck's key resource from turn 2 gives you a great chance to win since you start the snowball early.
#12. Sozin's Comet
Firstly, I want to take a moment to appreciate Sozin's Comet using foretell. Its flavor win proves that Wizard's decision to include one-off mechanics in sets was a net positive.
To speak on the card, Sozin's Comet is a combo enabler through and through due to the timing of firebending. You need a plan for all that combat-only mana. Hellkite Charger is an infinite combo, or you could go super wide and pour all the mana into Comet Storm or Blue Sun's Zenith or other instant-speed X-spells. I love this design: Itโs powerful yet limited enough in scope that you need to build your deck to exploit it.
#11. Appa, Steadfast Guardian
We've seen protection spells on flash creatures before, but Appa, Steadfast Guardian goes further than most since it gets extra value: At minimum, each creature you airbend nets a token when you cast it, and you get to double dip on enters and cast triggers. That makes Appa worth casting even when you aren't saving a creature from removal.
#10. Koh, the Face Stealer
Koh, the Face Stealer is a brewer's dream: an incredible combo enabler if you can only find the appropriate cards to steal faces from. Perhaps you make insane amounts of mana with Pili-Pala and Magus of the Coffers, or maybe you use Herald of Leshrac to steal opposing lands. Whatever you do, be prepared to have fun.
#9. The Legend of Yangchen / Avatar Yangchen
The Legend of Yangchen looks tailor-made for Commander: It scales with the number of players at the table and has a great chapter for striking political deals. You have to use Avatar Yangchenโs airbending well, either with strong enters abilities or aggression; if you can, this looks pretty promising.
#8. The Legend of Kyoshi / Avatar Kyoshi
Sagas are often balanced like charms in that any one chapter isn't worth the mana cost, but getting each chapter makes it worthwhile. The Legend of Kyoshi ignores this, because the first chapter is worth about 6 mana already (see: Rishkar's Expertise, Return of the Wildspeaker). It also has a super impactful second chapter, and Avatar Kyoshi is appropriately powerful. The Legend of Kyoshi has the most potential of the mythic saga cycle from TLA because none of its chapters lack impact and it transforms into a powerful creature.
#7. Toph, Earthbending Master
Toph, Earthbending Master has one of the easiest requirements for experience counters. Playing lands is a central goal of the game and green's whole thing is extra lands. I could take or leave the attack trigger. The earthbent land can't join in that combat, which is pretty disappointing. But Toph serves experience counter decks well as an enabler for cards like Ezuri, Claw of Progress and Meren of Clan Nel Toth.
#6. Phoenix Fleet Airship
The measure of a vehicle is how much power it adds to the board when crewing. Other abilities factor in, of course, but size is the big one, which Phoenix Fleet Airship has in spades. Making random 1-power creatures into a 4/4 flier hits pretty hard, especially since you can make token copies of it. Note that this doesn't specify nontoken permanents, so you can crack Treasure and passively make a fleet of airships. That grows exponentially, by the way; the tokens can also make token copies of themselves. It takes three turns to reach a full fleet, assuming you sacrificed a permanent the turn you cast this.
#5. Fated Firepower
Flash makes Fated Firepower engaging; it's like an instant-speed Overrun. It's also one of best outlets for firebending mana, especially with cards like Zuko, Firebending Master and Avatar Roku, Firebender that generate huge amounts of mana.
#4. Planetarium of Wan Shi Tong
Planetarium of Wan Shi Tong might be the bluest colorless artifact I've ever seen. Utilizing this pushes you into blue for easy access to scrying and surveilling plus topdeck manipulation from cards like Jace, the Mind Sculptor. It also fits with commanders like Glarb, Calamity's Augur that just scry and surveil.
#3. White Lotus Tile
Any typal deck that goes wideโwhich is most of themes except for dragons, angels, and demonsโgets an incredible mana boost from White Lotus Tile. It's just a mana rock, and an expensive one, but it makes the mana to justify its cost in casual settings.
#2. Wan Shi Tong, Librarian
If you're a Commander player looking to pick up only one mythic from Avatar, grab Wan Shi Tong, Librarian. Archivist of Oghma already sees tons of play as a card draw engine that preys on the format's multiplayer, ramp/fetch land filled decks, and Wan Shi Tong is just an Archivist that doesn't fall off when you draw it turn 8.
#1. Badgermole Cub
Badgermole Cub is yet another insanely pushed green 2-drop, right up there with Scythecat Cub. It's like a 2-mana dork except it makes all your other dorks stronger and has a strong enters ability. It's worth remembering that earthbending combos with lands that sacrifice themselves: two Strip Mines, anyone?
Wrap Up

Hei Bai, Forest Guardian | Illustration by Tapioca
Avatar: The Last Airbender and Avatar: The Last Airbender Eternal have a suite of powerful mythics and a few that are more flavorful than good. Many strategies and formats get at least a few cards from these offerings.
Which TLA/TLE mythics are you looking forward to? Do you plan to pick any up for your Commander decks or Cubes? Let me know in the comments below or over on the Draftsim Discord!
Stay safe, and thanks for reading!
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3 Comments
Wan Shi Tong, All Knowing triggers off ANY CARD being put into a library from ANYWHERE, including itself. Any instance if scry, surveil, explore, any spell that has you put cards on the bottom of your deck e.g. Impulse, there are a LOT of triggers for it to key off of. It’s important to read the cards before reviewing them.
For one, this hasn’t been confirmed and is likely to be untrue, since scrying/surveilling/otherwise moving cards within the library to another spot in the library isn’t “putting” something in the library (the same way shuffling a library isn’t “putting” all those cards in a new space).
Second off, even if it were true (and there’s a non-0% chance it is even if it’s unlikely), I don’t really understand where you’re coming from with your last sentence, since that would be an extremely obscure interaction that we’ve never seen on another Magic card, and would be extremely easy to not know without a specific ruling. So I wouldn’t really be surprised if someone missed the interaction anyway.
Worth noting this card was NOT included in the release notes so it’s still up for debate until there’s a clear ruling on how this works.
The first sentence of the review is “Wan Shi Tong, All-Knowing provides the extremely rare reward for putting permanents into a players library”, which is not something written on the card. There is no obscure interaction. It’s lazy writing, analysis, and editing.
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