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Arrogant Outlaw
Arrogant Outlaw 2Black (3)
Creature — Vampire Noble (3/2)

When Arrogant Outlaw enters, if an opponent lost life this turn, each opponent loses 2 life and you gain 2 life.

Innistrad: Midnight Hunt (Common)
Dunerider Outlaw
Dunerider Outlaw BlackBlack (2)
Creature — Human Rebel Rogue (1/1)

Protection from green

At the beginning of each end step, if Dunerider Outlaw dealt damage to an opponent this turn, put a +1/+1 counter on it.

Time Spiral Remastered (Uncommon)
Other Versions
Planar Chaos (Uncommon)
Glamorous Outlaw
Glamorous Outlaw 3BlueBlackRed (6)
Creature — Vampire Rogue (4/5)

When Glamorous Outlaw enters, it deals 2 damage to each opponent and you scry 2.

2, Exile Glamorous Outlaw from your hand: Target land gains "Tap: Add Blue, Black, or Red" until Glamorous Outlaw is cast from exile. You may cast Glamorous Outlaw for as long as it remains exiled.

Streets of New Capenna (Common)
Kruin Outlaw
Kruin Outlaw 1RedRed (3)
Creature — Human Rogue Werewolf (2/2)

First strike

At the beginning of each upkeep, if no spells were cast last turn, transform Kruin Outlaw.

Shadows of the Past (Rare)
Other Versions
Innistrad (Rare)
Magda, Brazen Outlaw
Magda, Brazen Outlaw 1Red (2)
Legendary Creature — Dwarf Berserker (2/1)

Other Dwarves you control get +1/+0.

Whenever a Dwarf you control becomes tapped, create a Treasure token.

Sacrifice five Treasures: Search your library for an artifact or Dragon card, put that card onto the battlefield, then shuffle.

Kaldheim (Rare)
Olivia, Opulent Outlaw
Olivia, Opulent Outlaw 1RedWhiteBlack (4)
Legendary Creature — Vampire Assassin (3/3)

Flying, lifelink

Whenever one or more outlaws you control deal combat damage to a player, create a Treasure token. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.)

3, Sacrifice two Treasures: Put two +1/+1 counters on each creature you control. Activate only as a sorcery.

Outlaws of Thunder Junction Commander (Mythic Rare)
Outlaw Medic
Outlaw Medic 1White (2)
Creature — Human Rogue (1/3)

Lifelink

When Outlaw Medic dies, draw a card.

Outlaws of Thunder Junction (Common)
Outlaw Stitcher
Outlaw Stitcher 3Blue (4)
Creature — Human Warlock (1/4)

When Outlaw Stitcher enters, create a 2/2 blue and black Zombie Rogue creature token, then put two +1/+1 counters on that token for each spell you've cast this turn other than the first.

Plot 4Blue (You may pay 4Blue and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)

Outlaws of Thunder Junction (Uncommon)
Outlaws' Fury
Outlaws' Fury 2Red (3)
Instant

Creatures you control get +2/+0 until end of turn. If you control an outlaw, exile the top card of your library. Until the end of your next turn, you may play that card. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.)

Outlaws of Thunder Junction (Common)
Outlaws' Merriment
Outlaws' Merriment 1RedWhiteWhite (4)
Enchantment

At the beginning of your upkeep, choose one at random. Create a red and white creature token with those characteristics.

• 3/1 Human Warrior with trample and haste.

• 2/1 Human Cleric with lifelink and haste.

• 1/2 Human Rogue with haste and "When this creature enters, it deals 1 damage to any target."

Outlaws of Thunder Junction Breaking News (Rare)
Other Versions
Throne of Eldraine (Mythic Rare)
Rahilda, Feral Outlaw
Rahilda, Feral Outlaw (0)
Legendary Creature — — Werewolf (2/2)

Double strike

When Rahilda, Feral Outlaw deals combat damage to a player, exile a nonland card from their library at random. During any turn you attacked with a Wolf or Werewolf, you may cast that card and you may spend mana as though it were mana of any color to cast that spell.

Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)

Innistrad: Midnight Hunt Alchemy (Mythic Rare)
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