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Water Whip
NM
LP
MP
HP

Viewing offers in Near Mint condition

rare · Sorcery — Lesson

Water Whip

rare · Sorcery — Lesson · Avatar: The Last Airbender Eternal
$0.54
Low
$0.63
Market
$0.79
High

Oracle Text

As an additional cost to cast this spell, waterbend {5}. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for {1}.)
Return up to two target creatures to their owners' hands. Draw two cards.

Card Details

-/-Power / Toughness
{U}{U}Mana Cost
1Prints

Character Background

Water Whip is a clean, blue Lesson that feels right at home in a control or tempo shell: it taxes your board with a hefty waterbend {5} add-on, then turns that investment into a swingy two-for-one by bouncing up to two creatures and replacing itself with two fresh cards. In practice, it rewards decks that can produce lots of bodies or artifacts to help pay the waterbend cost, especially token-heavy blue builds, artifact-based control, or creature-light lists that naturally keep mana open. The best use is often to break up an opponent’s combat step, rescue your own key creatures from removal, or reset opposing threats before untapping and taking over. It also pairs nicely with enter-the-battlefield creatures, since returning and replaying your own permanents can create extra value. Because it draws two cards, Water Whip is not just removal but momentum: a tempo tool that preserves card advantage while buying time for a slower, more deliberate endgame.

Generated using gpt-5.4-mini

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Suggested Pricing
$0.54 - $0.79
At the current market price of $0.63.
Average Time to Sell
3 days
At the current market price of $0.63.

Public Decks Using This Card

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Character Background

Water Whip is a clean, blue Lesson that feels right at home in a control or tempo shell: it taxes your board with a hefty waterbend {5} add-on, then turns that investment into a swingy two-for-one by bouncing up to two creatures and replacing itself with two fresh cards. In practice, it rewards decks that can produce lots of bodies or artifacts to help pay the waterbend cost, especially token-heavy blue builds, artifact-based control, or creature-light lists that naturally keep mana open. The best use is often to break up an opponent’s combat step, rescue your own key creatures from removal, or reset opposing threats before untapping and taking over. It also pairs nicely with enter-the-battlefield creatures, since returning and replaying your own permanents can create extra value. Because it draws two cards, Water Whip is not just removal but momentum: a tempo tool that preserves card advantage while buying time for a slower, more deliberate endgame.

Generated using gpt-5.4-mini · Updated at 2026-09-28 22:40:43 UTC

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