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The Rise of Sozin

The Rise of Sozin

Enchantment — Saga

mythic

(As this Saga enters and after your draw step, add a lore counter.) I — Destroy all creatures. II — Choose a card name. Search target opponent's graveyard, hand, and library for up to four cards with that name and exile them. Then that player shuffles. III — Exile this Saga, then return it to the battlefield transformed under your control.

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Semantic Tags

Evasivemechanical

Difficult to block or grants evasion. Includes flying, menace, fear, intimidate, shadow, skulk, horsemanship, unblockable effects, and cards that grant these abilities.

Menacemechanical

An evasion ability that makes creatures unblockable by a single creature. See rule 702.111, “Menace.”

Permanentmechanical

A card or token on the battlefield. See rule 110, “Permanents.”

Format Legality

commanderlegal
oathbreakerlegal
modernlegal
pioneerlegal
standardlegal
legacylegal
vintagelegal
paupernot legal
historiclegal
explorernot legal
alchemylegal

Price history

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Printings (3)

SetRarityTCGplayerCard KingdomCardmarket
Avatar: The Last Airbender#117mythic···
Avatar: The Last Airbender Promos#117smythic···
Avatar: The Last Airbender#356mythic···

Related Concepts

Firebending

A keyword ability that adds red mana until end of combat whenever a creature with that ability attacks. See rule 702.189, “Firebending.”

Menace

An evasion ability that makes creatures unblockable by a single creature. See rule 702.111, “Menace.”

Transform

To turn a double-faced card so its other face is up. See rule 701.27, “Transform.”

Related Rules

106.5

If an ability would produce one or more mana of an undefined type, it produces no mana instead.

106.7

Some abilities produce mana based on the type of mana another permanent or permanents “could produce.” The type of mana a permanent could produce at any time includes any type of mana that an ability of that permanent would produce if the ability were to resolve at that time, taking into account any applicable replacement effects in any possible order. Ignore whether any costs of the ability could or could not be paid. If that permanent wouldn’t produce any mana under these conditions, or no type of mana can be defined this way, there’s no type of mana it could produce.

106.12

To “tap [a permanent] for mana” is to activate a mana ability of that permanent that includes the {T} symbol in its activation cost. See rule 605, “Mana Abilities.”

106.12a

An ability that triggers whenever a permanent “is tapped for mana” or is tapped for mana of a specified type triggers whenever such a mana ability resolves and produces mana or the specified type of mana.

106.12b

A replacement effect that applies if a permanent “is tapped for mana” or tapped for mana of a specific type and/or amount modifies the mana production event while such an ability is resolving and producing mana or the specified type and/or amount of mana.

107.3m

If an object’s enters-the-battlefield triggered ability or replacement effect refers to X, and the spell that became that object as it resolved had a value of X chosen for any of its costs, the value of X for that ability is the same as the value of X for that spell, although the value of X for that permanent is 0. This is an exception to rule 107.3i.

107.5

The tap symbol is {T}. The tap symbol in an activation cost means “Tap this permanent.” A permanent that’s already tapped can’t be tapped again to pay the cost. A creature’s activated ability with the tap symbol in its activation cost can’t be activated unless the creature has been under its controller’s control continuously since their most recent turn began. See rule 302.6.

107.6

The untap symbol is {Q}. The untap symbol in an activation cost means “Untap this permanent.” A permanent that’s already untapped can’t be untapped again to pay the cost. A creature’s activated ability with the untap symbol in its activation cost can’t be activated unless the creature has been under its controller’s control continuously since their most recent turn began. See rule 302.6.

Rulings

2025-10-02

Fire Lord Sozin's triggered ability can target any combination of creature cards whose mana values total X or less. Regardless of what other creature cards you choose as targets, you can also choose any number of creature cards with mana value 0 as targets.

2025-10-02

You don't have to choose the name of a card that you've already seen this game; you may guess at a card you think your opponent might have in their hand or library if you'd like.

2025-10-02

You target an opponent when The Rise of Sozin's second chapter ability is put on the stack, but you don't name a card until it resolves. Notably, this means that players don't get to respond to the ability knowing what card you will name.

2025-10-02

This ability has no effect on permanents with the chosen name that are on the battlefield.

2025-10-02

Even if you choose a card name (for example, a basic land) that appears more than four times in your opponent's deck, you may only choose up to four copies of the card. You can also always choose fewer than four copies of the card to exile, even if there are more in the deck.