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"Outlaws of Thunder Junction" (276)

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Abraded Bluffs
Abraded Bluffs (0)
Land — Desert

Abraded Bluffs enters tapped.

When Abraded Bluffs enters, it deals 1 damage to target opponent.

Tap: Add Red or White.

Outlaws of Thunder Junction (Land)
Akul the Unrepentant
Akul the Unrepentant BlackBlackRedRed (4)
Legendary Creature — Scorpion Dragon Rogue (5/5)

Flying, trample

Sacrifice three other creatures: You may put a creature card from your hand onto the battlefield. Activate only as a sorcery and only once each turn.

Outlaws of Thunder Junction (Rare)
Aloe Alchemist
Aloe Alchemist 1Green (2)
Creature — Plant Warlock (3/2)

Trample

When Aloe Alchemist becomes plotted, target creature gets +3/+2 and gains trample until end of turn.

Plot 1Green (You may pay 1Green 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)
Ambush Gigapede
Ambush Gigapede 4BlackBlack (6)
Creature — Insect (6/2)

Flash

When Ambush Gigapede enters, target creature an opponent controls gets -2/-2 until end of turn.

Outlaws of Thunder Junction (Common)
Ankle Biter
Ankle Biter Green (1)
Creature — Snake (1/1)

Deathtouch

Outlaws of Thunder Junction (Common)
Annie Flash, the Veteran
Annie Flash, the Veteran 3RedGreenWhite (6)
Legendary Creature — Human Rogue (4/5)

Flash

When Annie Flash, the Veteran enters, if you cast it, return target permanent card with mana value 3 or less from your graveyard to the battlefield tapped.

Whenever Annie Flash becomes tapped, exile the top two cards of your library. You may play those cards this turn.

Outlaws of Thunder Junction (Mythic Rare)
Annie Joins Up
Annie Joins Up 1RedGreenWhite (4)
Legendary Enchantment

When Annie Joins Up enters, it deals 5 damage to target creature or planeswalker an opponent controls.

If a triggered ability of a legendary creature you control triggers, that ability triggers an additional time.

Outlaws of Thunder Junction (Rare)
Another Round
Another Round Variable ColorlessVariable Colorless2White (3)
Sorcery

Exile any number of creatures you control, then return them to the battlefield under their owner's control. Then repeat this process X more times.

Outlaws of Thunder Junction (Rare)
Archangel of Tithes
Archangel of Tithes 1WhiteWhiteWhite (4)
Creature — Angel (3/5)

Flying

As long as Archangel of Tithes is untapped, creatures can't attack you or planeswalkers you control unless their controller pays 1 for each of those creatures.

As long as Archangel of Tithes is attacking, creatures can't block unless their controller pays 1 for each of those creatures.

Outlaws of Thunder Junction (Mythic Rare)
Other Versions
Magic Origins (Mythic Rare)
Archmage's Newt
Archmage's Newt 1Blue (2)
Creature — Salamander Mount (2/2)

Whenever Archmage's Newt deals combat damage to a player, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. That card gains flashback 0 until end of turn instead if Archmage's Newt is saddled. (You may cast that card from your graveyard for its flashback cost. Then exile it.)

Saddle 3

Outlaws of Thunder Junction (Rare)
Arid Archway
Arid Archway (0)
Land — Desert

Arid Archway enters tapped.

When Arid Archway enters, return a land you control to its owner's hand. If another Desert was returned this way, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)

Tap: Add ColorlessColorless.

Outlaws of Thunder Junction (Uncommon)
Armored Armadillo
Armored Armadillo White (1)
Creature — Armadillo (0/4)

Ward 1 (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays 1.)

3White: Armored Armadillo gets +X/+0 until end of turn, where X is its toughness.

Outlaws of Thunder Junction (Common)
Assimilation Aegis
Assimilation Aegis 1WhiteBlue (3)
Artifact — Equipment

When Assimilation Aegis enters, exile up to one target creature until Assimilation Aegis leaves the battlefield.

Whenever Assimilation Aegis becomes attached to a creature, for as long as Assimilation Aegis remains attached to it, that creature becomes a copy of a creature card exiled with Assimilation Aegis.

Equip 2

Outlaws of Thunder Junction (Mythic Rare)
At Knifepoint
At Knifepoint 1BlackRed (3)
Enchantment

During your turn, outlaws you control have first strike. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.)

Whenever you commit a crime, create a 1/1 red Mercenary creature token with "Tap: Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery." This ability triggers only once each turn.

Outlaws of Thunder Junction (Uncommon)
Aven Interrupter
Aven Interrupter 1WhiteWhite (3)
Creature — Bird Rogue (2/2)

Flash

Flying

When Aven Interrupter enters, exile target spell. It becomes plotted. (Its owner may cast it as a sorcery on a later turn without paying its mana cost.)

Spells your opponents cast from graveyards or from exile cost 2 more to cast.

Outlaws of Thunder Junction (Rare)
Badlands Revival
Badlands Revival 3BlackGreen (5)
Sorcery

Return up to one target creature card from your graveyard to the battlefield. Return up to one target permanent card from your graveyard to your hand.

Outlaws of Thunder Junction (Uncommon)
Bandit's Haul
Bandit's Haul 3 (3)
Artifact

Whenever you commit a crime, put a loot counter on Bandit's Haul. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)

Tap: Add one mana of any color.

2, Tap, Remove two loot counters from Bandit's Haul: Draw a card.

Outlaws of Thunder Junction (Uncommon)
Baron Bertram Graywater
Baron Bertram Graywater 2WhiteBlack (4)
Legendary Creature — Vampire Noble (3/4)

Whenever one or more tokens you control enter, create a 1/1 black Vampire Rogue creature token with lifelink. This ability triggers only once each turn.

1Black, Sacrifice another creature or artifact: Draw a card.

Outlaws of Thunder Junction (Uncommon)
Beastbond Outcaster
Beastbond Outcaster 2Green (3)
Creature — Human Druid (3/3)

When Beastbond Outcaster enters, if you control a creature with power 4 or greater, draw a card.

Plot 1Green (You may pay 1Green 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)
Betrayal at the Vault
Betrayal at the Vault 4GreenGreen (6)
Instant

Target creature you control deals damage equal to its power to each of two other target creatures.

Outlaws of Thunder Junction (Uncommon)
Binding Negotiation
Binding Negotiation 1Black (2)
Sorcery

Target opponent reveals their hand. You may choose a nonland card from it. If you do, they discard it. Otherwise, you may put a face-up exiled card they own into their graveyard.

Outlaws of Thunder Junction (Uncommon)
Blacksnag Buzzard
Blacksnag Buzzard 2Black (3)
Creature — Bird (2/1)

Flying

Blacksnag Buzzard enters with a +1/+1 counter on it if a creature died this turn.

Plot 1Black (You may pay 1Black 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 (Common)
Blood Hustler
Blood Hustler 1Black (2)
Creature — Vampire Rogue (1/1)

Whenever you commit a crime, put a +1/+1 counter on Blood Hustler. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)

3Black: Target opponent loses 1 life and you gain 1 life.

Outlaws of Thunder Junction (Uncommon)
Blooming Marsh
Blooming Marsh (0)
Land

Blooming Marsh enters tapped unless you control two or fewer other lands.

Tap: Add Black or Green.

Outlaws of Thunder Junction (Rare)
Other Versions
Kaladesh (Rare)
Kaladesh Remastered (Rare)
Boneyard Desecrator
Boneyard Desecrator 3Black (4)
Creature — Zombie Mercenary (3/4)

Menace

1Black, Sacrifice another creature: Put a +1/+1 counter on Boneyard Desecrator. If an outlaw was sacrificed this way, create a Treasure token. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.)

Outlaws of Thunder Junction (Common)
Bonny Pall, Clearcutter
Bonny Pall, Clearcutter 3GreenBlueBlue (6)
Legendary Creature — Giant Scout (6/5)

Reach

When Bonny Pall, Clearcutter enters, create Beau, a legendary blue Ox creature token with "This creature's power and toughness are each equal to the number of lands you control."

Whenever you attack, draw a card, then you may put a land card from your hand or graveyard onto the battlefield.

Outlaws of Thunder Junction (Rare)
Boom Box
Boom Box 2 (2)
Artifact

6, Tap, Sacrifice Boom Box: Destroy up to one target artifact, up to one target creature, and up to one target land.

Outlaws of Thunder Junction (Uncommon)
Botanical Sanctum
Botanical Sanctum (0)
Land

Botanical Sanctum enters tapped unless you control two or fewer other lands.

Tap: Add Green or Blue.

Outlaws of Thunder Junction (Rare)
Other Versions
Kaladesh (Rare)
Kaladesh Remastered (Rare)
Bounding Felidar
Bounding Felidar 5White (6)
Creature — Cat Beast Mount (4/7)

Whenever Bounding Felidar attacks while saddled, put a +1/+1 counter on each other creature you control. You gain 1 life for each of those creatures.

Saddle 2 (Tap any number of other creatures you control with total power 2 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)

Outlaws of Thunder Junction (Uncommon)
Bovine Intervention
Bovine Intervention 1White (2)
Instant

Destroy target artifact or creature. Its controller creates a 2/2 white Ox creature token.

Outlaws of Thunder Junction (Uncommon)
Breeches, the Blastmaker
Breeches, the Blastmaker 1BlueRed (3)
Legendary Creature — Goblin Pirate (3/3)

Menace

Whenever you cast your second spell each turn, you may sacrifice an artifact. If you do, flip a coin. When you win the flip, copy that spell. You may choose new targets for the copy. When you lose the flip, Breeches, the Blastmaker deals damage equal to that spell's mana value to any target.

Outlaws of Thunder Junction (Rare)
Bridled Bighorn
Bridled Bighorn 3White (4)
Creature — Sheep Mount (3/4)

Vigilance

Whenever Bridled Bighorn attacks while saddled, create a 1/1 white Sheep creature token.

Saddle 2 (Tap any number of other creatures you control with total power 2 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)

Outlaws of Thunder Junction (Common)
Brimstone Roundup
Brimstone Roundup 1Red (2)
Enchantment

Whenever you cast your second spell each turn, create a 1/1 red Mercenary creature token with "Tap: Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery."

Plot 2Red (You may pay 2Red 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)
Bristlepack Sentry
Bristlepack Sentry 1Green (2)
Creature — Plant Wolf (3/3)

Defender

As long as you control a creature with power 4 or greater, Bristlepack Sentry can attack as though it didn't have defender.

Outlaws of Thunder Junction (Common)
Bristling Backwoods
Bristling Backwoods (0)
Land — Desert

Bristling Backwoods enters tapped.

When Bristling Backwoods enters, it deals 1 damage to target opponent.

Tap: Add Red or Green.

Outlaws of Thunder Junction (Land)
Bristly Bill, Spine Sower
Bristly Bill, Spine Sower 1Green (2)
Legendary Creature — Plant Druid (2/2)

Landfall — Whenever a land you control enters, put a +1/+1 counter on target creature.

3GreenGreen: Double the number of +1/+1 counters on each creature you control.

Outlaws of Thunder Junction (Mythic Rare)
Bruse Tarl, Roving Rancher
Bruse Tarl, Roving Rancher 2RedWhite (4)
Legendary Creature — Human Warrior (4/3)

Oxen you control have double strike.

Whenever Bruse Tarl, Roving Rancher enters or attacks, exile the top card of your library. If it's a land card, create a 2/2 white Ox creature token. Otherwise, you may cast it until the end of your next turn.

Outlaws of Thunder Junction (Rare)
Bucolic Ranch
Bucolic Ranch (0)
Land — Desert

Tap: Add Colorless.

Tap: Add one mana of any color. Spend this mana only to cast a Mount spell.

3, Tap: Look at the top card of your library. If it's a Mount card, you may reveal it and put it into your hand. If you don't put it into your hand, you may put it on the bottom of your library.

Outlaws of Thunder Junction (Uncommon)
Cactarantula
Cactarantula 4GreenGreen (6)
Creature — Plant Spider (6/5)

This spell costs 1 less to cast if you control a Desert.

Reach

Whenever Cactarantula becomes the target of a spell or ability an opponent controls, you may draw a card.

Outlaws of Thunder Junction (Common)
Cactusfolk Sureshot
Cactusfolk Sureshot 2RedGreen (4)
Creature — Plant Mercenary (4/4)

Reach

Ward 2 (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays 2.)

At the beginning of combat on your turn, other creatures you control with power 4 or greater gain trample and haste until end of turn.

Outlaws of Thunder Junction (Uncommon)
Calamity, Galloping Inferno
Calamity, Galloping Inferno 4RedRed (6)
Legendary Creature — Horse Mount (4/6)

Haste

Whenever Calamity, Galloping Inferno attacks while saddled, choose a nonlegendary creature that saddled it this turn and create a tapped and attacking token that's a copy of it. Sacrifice that token at the beginning of the next end step. Repeat this process once.

Saddle 1

Outlaws of Thunder Junction (Rare)
Canyon Crab
Canyon Crab 1Blue (2)
Creature — Crab (0/5)

1Blue: Canyon Crab gets +2/-2 until end of turn.

At the beginning of your end step, if you haven't cast a spell from your hand this turn, draw a card, then discard a card.

Outlaws of Thunder Junction (Uncommon)
Caught in the Crossfire
Caught in the Crossfire RedRed (2)
Instant

Spree (Choose one or more additional costs.)

+ 1 — Caught in the Crossfire deals 2 damage to each outlaw creature. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.)

+ 1 — Caught in the Crossfire deals 2 damage to each non-outlaw creature.

Outlaws of Thunder Junction (Uncommon)
Caustic Bronco
Caustic Bronco 1Black (2)
Creature — Snake Horse Mount (2/2)

Whenever Caustic Bronco attacks, reveal the top card of your library and put it into your hand. You lose life equal to that card's mana value if Caustic Bronco isn't saddled. Otherwise, each opponent loses that much life.

Saddle 3 (Tap any number of other creatures you control with total power 3 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)

Outlaws of Thunder Junction (Rare)
Claim Jumper
Claim Jumper 2White (3)
Creature — Rabbit Mercenary (3/3)

Vigilance

When Claim Jumper enters, if an opponent controls more lands than you, you may search your library for a Plains card and put it onto the battlefield tapped. Then if an opponent controls more lands than you, repeat this process once. If you search your library this way, shuffle.

Outlaws of Thunder Junction (Rare)
Colossal Rattlewurm
Colossal Rattlewurm 2GreenGreen (4)
Creature — Wurm (6/5)

Colossal Rattlewurm has flash as long as you control a Desert.

Trample

1Green, Exile Colossal Rattlewurm from your graveyard: Search your library for a Desert card, put it onto the battlefield tapped, then shuffle.

Outlaws of Thunder Junction (Rare)
Concealed Courtyard
Concealed Courtyard (0)
Land

Concealed Courtyard enters tapped unless you control two or fewer other lands.

Tap: Add White or Black.

Outlaws of Thunder Junction (Rare)
Other Versions
Kaladesh (Rare)
Kaladesh Remastered (Rare)
Conduit Pylons
Conduit Pylons (0)
Land — Desert

When Conduit Pylons enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)

Tap: Add Colorless.

1, Tap: Add one mana of any color.

Outlaws of Thunder Junction (Common)
Congregation Gryff
Congregation Gryff 1GreenWhite (3)
Creature — Hippogriff Mount (1/4)

Flying, lifelink

Whenever Congregation Gryff attacks while saddled, it gets +X/+X until end of turn, where X is the number of Mounts you control.

Saddle 3 (Tap any number of other creatures you control with total power 3 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)

Outlaws of Thunder Junction (Uncommon)
Consuming Ashes
Consuming Ashes 2BlackBlack (4)
Instant

Exile target creature. If it had mana value 3 or less, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)

Outlaws of Thunder Junction (Common)
Corrupted Conviction
Corrupted Conviction Black (1)
Instant

As an additional cost to cast this spell, sacrifice a creature.

Draw two cards.

Outlaws of Thunder Junction (Common)
Other Versions
March of the Machine (Common)
Creosote Heath
Creosote Heath (0)
Land — Desert

Creosote Heath enters tapped.

When Creosote Heath enters, it deals 1 damage to target opponent.

Tap: Add Green or White.

Outlaws of Thunder Junction (Land)
Cunning Coyote
Cunning Coyote 1Red (2)
Creature — Coyote (2/2)

Haste

When Cunning Coyote enters, another target creature you control gets +1/+1 and gains haste until end of turn.

Plot 1Red (You may pay 1Red 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)
Dance of the Tumbleweeds
Dance of the Tumbleweeds 1Green (2)
Sorcery

Spree (Choose one or more additional costs.)

+ 1 — Search your library for a basic land card or a Desert card, put it onto the battlefield, then shuffle.

+ 3 — Create an X/X green Elemental creature token, where X is the number of lands you control.

Outlaws of Thunder Junction (Common)
Daring Thunder-Thief
Daring Thunder-Thief 3Blue (4)
Creature — Turtle Rogue (4/4)

Flash

Daring Thunder-Thief enters tapped.

Outlaws of Thunder Junction (Common)
Deadeye Duelist
Deadeye Duelist 1Red (2)
Creature — Human Assassin (1/3)

Reach

1, Tap: Deadeye Duelist deals 1 damage to target opponent.

Outlaws of Thunder Junction (Common)
Deepmuck Desperado
Deepmuck Desperado 2Blue (3)
Creature — Homarid Mercenary (2/4)

Whenever you commit a crime, each opponent mills three cards. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)

Outlaws of Thunder Junction (Uncommon)
Demonic Ruckus
Demonic Ruckus 1Red (2)
Enchantment — Aura

Enchant creature

Enchanted creature gets +1/+1 and has menace and trample.

When Demonic Ruckus is put into a graveyard from the battlefield, draw a card.

Plot Red (You may pay Red 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)
Desert's Due
Desert's Due 1Black (2)
Instant

Target creature gets -2/-2 until end of turn. It gets an additional -1/-1 until end of turn for each Desert you control.

Outlaws of Thunder Junction (Common)
Desperate Bloodseeker
Desperate Bloodseeker 1Black (2)
Creature — Vampire (2/2)

Lifelink

When Desperate Bloodseeker enters, target player mills two cards. (They put the top two cards of their library into their graveyard.)

Outlaws of Thunder Junction (Common)
Discerning Peddler
Discerning Peddler 1Red (2)
Creature — Human Rogue (2/2)

When Discerning Peddler enters, you may discard a card. If you do, draw a card.

Outlaws of Thunder Junction (Common)
Djinn of Fool's Fall
Djinn of Fool's Fall 4Blue (5)
Creature — Djinn (4/3)

Flying

Plot 3Blue (You may pay 3Blue 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 (Common)
Doc Aurlock, Grizzled Genius
Doc Aurlock, Grizzled Genius GreenBlue (2)
Legendary Creature — Bear Druid (2/3)

Spells you cast from your graveyard or from exile cost 2 less to cast.

Plotting cards from your hand costs 2 less.

Outlaws of Thunder Junction (Uncommon)
Double Down
Double Down 3Blue (4)
Enchantment

Whenever you cast an outlaw spell, copy that spell. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws. Copies of permanent spells become tokens.)

Outlaws of Thunder Junction (Mythic Rare)
Drover Grizzly
Drover Grizzly 2Green (3)
Creature — Bear Mount (4/2)

Whenever Drover Grizzly attacks while saddled, creatures you control gain trample until end of turn.

Saddle 1 (Tap any number of other creatures you control with total power 1 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)

Outlaws of Thunder Junction (Common)
Duelist of the Mind
Duelist of the Mind 1Blue (2)
Creature — Human Advisor (*/3)

Flying, vigilance

Duelist of the Mind's power is equal to the number of cards you've drawn this turn.

Whenever you commit a crime, you may draw a card. If you do, discard a card. This ability triggers only once each turn.

Outlaws of Thunder Junction (Rare)
Dust Animus
Dust Animus 1White (2)
Creature — Spirit (2/3)

Flying

If you control five or more untapped lands, Dust Animus enters with two +1/+1 counters and a lifelink counter on it.

Plot 1White (You may pay 1White 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 (Rare)
Emergent Haunting
Emergent Haunting 1Blue (2)
Enchantment

At the beginning of your end step, if you haven't cast a spell from your hand this turn and Emergent Haunting isn't a creature, it becomes a 3/3 Spirit creature with flying in addition to its other types.

2Blue: Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)

Outlaws of Thunder Junction (Uncommon)
Eriette, the Beguiler
Eriette, the Beguiler 1WhiteBlueBlack (4)
Legendary Creature — Human Warlock (4/4)

Lifelink

Whenever an Aura you control becomes attached to a nonland permanent an opponent controls with mana value less than or equal to that Aura's mana value, gain control of that permanent for as long as that Aura is attached to it.

Outlaws of Thunder Junction (Rare)
Eriette's Lullaby
Eriette's Lullaby 1White (2)
Sorcery

Destroy target tapped creature. You gain 2 life.

Outlaws of Thunder Junction (Common)
Eroded Canyon
Eroded Canyon (0)
Land — Desert

Eroded Canyon enters tapped.

When Eroded Canyon enters, it deals 1 damage to target opponent.

Tap: Add Blue or Red.

Outlaws of Thunder Junction (Land)
Ertha Jo, Frontier Mentor
Ertha Jo, Frontier Mentor 2RedWhite (4)
Legendary Creature — Kor Advisor (2/4)

When Ertha Jo, Frontier Mentor enters, create a 1/1 red Mercenary creature token with "Tap: Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery."

Whenever you activate an ability that targets a creature or player, copy that ability. You may choose new targets for the copy.

Outlaws of Thunder Junction (Uncommon)
Explosive Derailment
Explosive Derailment Red (1)
Instant

Spree (Choose one or more additional costs.)

+ 2 — Explosive Derailment deals 4 damage to target creature.

+ 2 — Destroy target artifact.

Outlaws of Thunder Junction (Common)
Failed Fording
Failed Fording 1Blue (2)
Instant

Return target nonland permanent to its owner's hand. If you control a Desert, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)

Outlaws of Thunder Junction (Common)
Fake Your Own Death
Fake Your Own Death 1Black (2)
Instant

Until end of turn, target creature gets +2/+0 and gains "When this creature dies, return it to the battlefield tapped under its owner's control and you create a Treasure token." (It's an artifact with "Tap, Sacrifice this token: Add one mana of any color.")

Outlaws of Thunder Junction (Common)
Other Versions
Streets of New Capenna (Common)
Magic: The Gathering Foundations (Common)
Fblthp, Lost on the Range
Fblthp, Lost on the Range 1BlueBlue (3)
Legendary Creature — Homunculus (1/1)

Ward 2

You may look at the top card of your library any time.

The top card of your library has plot. The plot cost is equal to its mana cost.

You may plot nonland cards from the top of your library.

Outlaws of Thunder Junction (Rare)
Ferocification
Ferocification 2Red (3)
Enchantment

At the beginning of combat on your turn, choose one —

• Target creature you control gets +2/+0 until end of turn.

• Target creature you control gains menace and haste until end of turn.

Outlaws of Thunder Junction (Uncommon)
Festering Gulch
Festering Gulch (0)
Land — Desert

Festering Gulch enters tapped.

When Festering Gulch enters, it deals 1 damage to target opponent.

Tap: Add Black or Green.

Outlaws of Thunder Junction (Land)
Final Showdown
Final Showdown White (1)
Instant

Spree (Choose one or more additional costs.)

+ 1 — All creatures lose all abilities until end of turn.

+ 1 — Choose a creature you control. It gains indestructible until end of turn.

+ 3WhiteWhite — Destroy all creatures.

Outlaws of Thunder Junction (Mythic Rare)
Fleeting Reflection
Fleeting Reflection 1Blue (2)
Instant

Target creature you control gains hexproof until end of turn. Untap that creature. Until end of turn, it becomes a copy of up to one other target creature.

Outlaws of Thunder Junction (Uncommon)
Forest
Forest (0)
Basic Land — Forest

Outlaws of Thunder Junction (Land)
Other Versions
Limited Edition Alpha (Land)
Limited Edition Beta (Land)
Unlimited Edition (Land)
Revised Edition (Land)
Fourth Edition (Land)
Fifth Edition (Land)
Classic Sixth Edition (Land)
Seventh Edition (Land)
Eighth Edition (Land)
Ninth Edition (Land)
Ice Age (Land)
Mirage (Land)
Tempest (Land)
Urza's Saga (Land)
Mercadian Masques (Land)
Invasion (Land)
Odyssey (Land)
Onslaught (Land)
Mirrodin (Land)
Champions of Kamigawa (Land)
Ravnica: City of Guilds (Land)
Time Spiral (Land)
Tenth Edition (Land)
Lorwyn (Land)
Shadowmoor (Land)
Shards of Alara (Land)
Starter 1999 (Land)
Starter 2000 (Land)
Battle Royale Box Set (Land)
Beatdown Box Set (Land)
Portal (Land)
Portal Second Age (Land)
Portal Three Kingdoms (Land)
Unglued (Common)
Unhinged (Land)
Duel Decks: Elves vs. Goblins (Land)
Masters Edition (Land)
Magic 2010 (Land)
Planechase (Land)
Masters Edition III (Land)
Zendikar (Land)
Duel Decks: Garruk vs. Liliana (Land)
Premium Deck Series: Slivers (Land)
Duel Decks: Phyrexia vs. the Coalition (Land)
Rise of the Eldrazi (Land)
Archenemy (Land)
Magic 2011 (Land)
Scars of Mirrodin (Land)
Mirrodin Besieged (Land)
Duel Decks: Knights vs. Dragons (Land)
New Phyrexia (Land)
Magic: The Gathering-Commander (Land)
Magic 2012 (Land)
Duel Decks: Ajani vs. Nicol Bolas (Land)
Innistrad (Land)
Avacyn Restored (Land)
Planechase 2012 Edition (Land)
Magic 2013 (Land)
Duel Decks: Izzet vs. Golgari (Land)
Return to Ravnica (Land)
Magic 2014 Core Set (Land)
Duel Decks: Heroes vs. Monsters (Land)
Theros (Land)
Commander 2013 Edition (Land)
Duel Decks: Jace vs. Vraska (Land)
Magic 2015 Core Set (Land)
Khans of Tarkir (Land)
Commander 2014 (Land)
Fate Reforged (Land)
Duel Decks Anthology, Elves vs. Goblins (Land)
Duel Decks Anthology, Garruk vs. Liliana (Land)
Duel Decks: Elspeth vs. Kiora (Land)
Dragons of Tarkir (Land)
Tempest Remastered (Land)
Magic Origins (Land)
Duel Decks: Zendikar vs. Eldrazi (Land)
Battle for Zendikar (Land)
Commander 2015 (Land)
Shadows over Innistrad (Land)
Duel Decks: Nissa vs. Ob Nixilis (Land)
Kaladesh (Land)
Commander 2016 (Land)
Planechase Anthology (Land)
Duel Decks: Mind vs. Might (Land)
Amonkhet (Land)
Commander Anthology (Land)
Archenemy: Nicol Bolas (Land)
Hour of Devastation (Land)
Commander 2017 (Land)
Ixalan (Land)
Unstable (Land)
Rivals of Ixalan (Land)
Duel Decks: Elves vs. Inventors (Land)
Dominaria (Land)
Battlebond (Land)
Commander Anthology 2018 (Land)
Global Series: Jiang Yanggu and Mu Yanling (Land)
Core Set 2019 (Land)
Commander 2018 (Land)
Guilds of Ravnica (Land)
Guild Kit: Golgari (Land)
Guild Kit: Selesnya (Land)
Game Night (Land)
Ravnica Allegiance (Land)
Guild Kit: Gruul (Land)
Guild Kit: Simic (Land)
War of the Spark (Land)
Core Set 2020 (Land)
Commander 2019 (Land)
Throne of Eldraine (Land)
Game Night 2019 (Land)
Theros Beyond Death (Land)
Secret Lair Drop (Land)
Unsanctioned (Land)
Ikoria: Lair of Behemoths (Land)
Core Set 2021 (Land)
Jumpstart (Land)
Double Masters (Land)
Zendikar Rising (Land)
Commander Legends (Land)
Kaldheim (Land)
Strixhaven: School of Mages (Land)
Modern Horizons 2 (Land)
Adventures in the Forgotten Realms (Land)
Innistrad: Midnight Hunt (Land)
Innistrad: Crimson Vow (Land)
Amonkhet Remastered (Land)
Kaladesh Remastered (Land)
Arena Base Set (Land)
Kamigawa: Neon Dynasty (Land)
Streets of New Capenna (Land)
Commander Legends: Battle for Baldur's Gate (Land)
Alchemy Horizons: Baldur's Gate (Land)
Dominaria United (Land)
Unfinity (Land)
Warhammer 40,000 Commander (Land)
Game Night: Free-For-All (Land)
The Brothers' War (Land)
Jumpstart 2022 (Land)
Dominaria Remastered (Land)
Phyrexia: All Will Be One (Land)
Shadows Over Innistrad Remastered (Land)
March of the Machine (Land)
The Lord of the Rings: Tales of Middle Earth (Land)
Commander Masters (Land)
Wilds of Eldraine (Land)
Doctor Who Commander (Land)
The Lost Caverns of Ixalan (Land)
Jurassic World Collection Cards (Land)
Murders at Karlov Manor (Land)
Ravnica Clue Edition (Land)
Magic The Gathering—Fallout (Land)
Modern Horizons 3 (Land)
Assassin's Creed (Land)
Bloomburrow (Land)
Duskmourn: House of Horror (Land)
Magic: The Gathering Foundations (Land)
Forlorn Flats
Forlorn Flats (0)
Land — Desert

Forlorn Flats enters tapped.

When Forlorn Flats enters, it deals 1 damage to target opponent.

Tap: Add White or Black.

Outlaws of Thunder Junction (Land)
Form a Posse
Form a Posse Variable ColorlessRedWhite (2)
Sorcery

Create X 1/1 red Mercenary creature tokens with "Tap: Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery."

Outlaws of Thunder Junction (Uncommon)
Forsaken Miner
Forsaken Miner Black (1)
Creature — Skeleton Rogue (2/2)

Forsaken Miner can't block.

Whenever you commit a crime, you may pay Black. If you do, return Forsaken Miner from your graveyard to the battlefield. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)

Outlaws of Thunder Junction (Uncommon)
Fortune, Loyal Steed
Fortune, Loyal Steed 2White (3)
Legendary Creature — Beast Mount (2/4)

When Fortune, Loyal Steed enters, scry 2.

Whenever Fortune attacks while saddled, at end of combat, exile it and up to one creature that saddled it this turn, then return those cards to the battlefield under their owner's control.

Saddle 1

Outlaws of Thunder Junction (Rare)
Freestrider Commando
Freestrider Commando 2Green (3)
Creature — Centaur Mercenary (3/3)

Freestrider Commando enters with two +1/+1 counters on it if it wasn't cast or no mana was spent to cast it.

Plot 3Green (You may pay 3Green 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 (Common)
Freestrider Lookout
Freestrider Lookout 2Green (3)
Creature — Human Rogue (3/3)

Reach

Whenever you commit a crime, look at the top five cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)

Outlaws of Thunder Junction (Rare)
Frontier Seeker
Frontier Seeker 1White (2)
Creature — Human Scout (2/1)

When Frontier Seeker enters, look at the top five cards of your library. You may reveal a Mount creature card or a Plains card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

Outlaws of Thunder Junction (Uncommon)
Full Steam Ahead
Full Steam Ahead 3GreenGreen (5)
Sorcery

Until end of turn, each creature you control gets +2/+2 and gains trample and "This creature can't be blocked by more than one creature."

Outlaws of Thunder Junction (Uncommon)
Geralf, the Fleshwright
Geralf, the Fleshwright 2Blue (3)
Legendary Creature — Human Warlock (2/3)

Whenever you cast a spell during your turn other than your first spell that turn, create a 2/2 blue and black Zombie Rogue creature token.

Whenever a Zombie you control enters, put a +1/+1 counter on it for each other Zombie that entered the battlefield under your control this turn.

Outlaws of Thunder Junction (Mythic Rare)
Getaway Glamer
Getaway Glamer White (1)
Instant

Spree (Choose one or more additional costs.)

+ 1 — Exile target nontoken creature. Return it to the battlefield under its owner's control at the beginning of the next end step.

+ 2 — Destroy target creature if no other creature has greater power.

Outlaws of Thunder Junction (Uncommon)
Geyser Drake
Geyser Drake 2Blue (3)
Creature — Drake (2/3)

Flying

During turns other than yours, spells you cast cost 1 less to cast.

Outlaws of Thunder Junction (Common)
Ghired, Mirror of the Wilds
Ghired, Mirror of the Wilds RedGreenWhite (3)
Legendary Creature — Human Shaman (3/3)

Haste

Nontoken creatures you control have "Tap: Create a token that's a copy of target token you control that entered this turn."

Outlaws of Thunder Junction (Mythic Rare)
Giant Beaver
Giant Beaver 3Green (4)
Creature — Beaver Mount (4/4)

Vigilance

Whenever Giant Beaver attacks while saddled, put a +1/+1 counter on target creature that saddled it this turn.

Saddle 3 (Tap any number of other creatures you control with total power 3 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)

Outlaws of Thunder Junction (Common)
Gila Courser
Gila Courser 2Red (3)
Creature — Lizard Mount (4/2)

Whenever Gila Courser attacks while saddled, exile the top card of your library. Until the end of your next turn, you may play that card.

Saddle 1 (Tap any number of other creatures you control with total power 1 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)

Outlaws of Thunder Junction (Uncommon)
Gisa, the Hellraiser
Gisa, the Hellraiser 3BlackBlack (5)
Legendary Creature — Human Warlock (4/4)

Ward—2, Pay 2 life.

Skeletons and Zombies you control get +1/+1 and have menace.

Whenever you commit a crime, create two tapped 2/2 blue and black Zombie Rogue creature tokens. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)

Outlaws of Thunder Junction (Mythic Rare)
Gold Pan
Gold Pan 2 (2)
Artifact — Equipment

When Gold Pan enters, create a Treasure token. (It's an artifact with "Tap, Sacrifice this artifact: Add one mana of any color.")

Equipped creature gets +1/+1.

Equip 1 (1: Attach to target creature you control. Equip only as a sorcery.)

Outlaws of Thunder Junction (Common)
Gold Rush
Gold Rush 1Green (2)
Instant

Create a Treasure token. Until end of turn, up to one target creature gets +2/+2 for each Treasure you control.

Outlaws of Thunder Junction (Uncommon)
Goldvein Hydra
Goldvein Hydra Variable ColorlessGreen (1)
Creature — Hydra (0/0)

Vigilance, trample, haste

Goldvein Hydra enters with X +1/+1 counters on it.

When Goldvein Hydra dies, create a number of tapped Treasure tokens equal to its power.

Outlaws of Thunder Junction (Mythic Rare)
Great Train Heist
Great Train Heist Red (1)
Instant

Spree (Choose one or more additional costs.)

+ 2Red — Untap all creatures you control. If it's your combat phase, there is an additional combat phase after this phase.

+ 2 — Creatures you control get +1/+0 and gain first strike until end of turn.

+ Red — Choose target opponent. Whenever a creature you control deals combat damage to that player this turn, create a tapped Treasure token.

Outlaws of Thunder Junction (Rare)
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