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魔术中的每张卡:雷电的聚会违法者

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A few years ago, a set like

Magic: The Gathering’s

Outlaws of Thunder Junction felt impossible. But now, with sets like Kamigawa: Neon Dynasty and Streets of New Capenna breaking the mold on what a Magic set can look like, Outlaws of Thunder Junction is finally here to give us the Wild West adventure we’ve been clamoring for for years.








Across the set, its Commander decks, The Vault, Special Guests, and the Breaking News bonus sheet, Thunder Junction is one of the most expansive and exciting sets in a long time. Grab your stetson, get on your horse, and ride off into the sunset with Magic: The Gathering’s Outlaws of Thunder Junction.



White

Plains by Sergey Glushakov
Plains by Sergey Glushakov


Practically everywhere in Thunder Junction is a plain of some kind. Is that going to be enough to make white a strong colour in this set?



Image

Name

Description

Another Round

Another Round

X generic, X generic, two generic, one white sorcery – Rare


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.

Archangel of Tithes

Archangel of Tithes

One generic, three white creature – Angel – 3/5 – Mythic Rare


Flying


As long as Archangel of Tithes is untapped, creatures can’t attack you or planeswalker you control unless their controller pays one generic for each of those creatures.


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

Armored Armadillo

Armored Armadillo

One white creature – Armadillo – 0/4 – Common


Ward 1

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


Three generic, one white: Armored Armadillo gets +X/+0 until end of turn, where X is its toughness.

Aven Interrupter

Aven Interrupter

One generic, two white creature – Bird Rogue – 2/2 – Rare


Flash


Flying


When Aven Interrupter enters the battlefield, 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 two generic more to cast.

Bounding Felidar

Bounding Felidar

Five generic, one white creature – Cat Beast Mount – 4/7 – Uncommon


Whenevever 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.)

Bovine Intervention

Bovine Intervention

One generic, one white instant – Uncommon


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



Bridled Bighorn

Bridled Bighorn

Three generic, one white creature – Sheep Mount – 3/4 – Common


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.)

Claim Jumper

Claim Jumper

Two generic, one white creature – Rabbit Mercenary – 3/3 – Rare


Vigilance


When Claim Jumper enters the battlefield, 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.

Dust Animus

Dust Animus

One generic, one white creature – Spirit – 2/3 – Rare


Flying


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


Plot: one generic, one white

(You may pay one generic, one white 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.)

Eriette's Lullaby

Eriette’s Lullaby

One generic, one white sorcery – Common


Destroy target tapped creature. You gain two life.

Final Showdown

Final Showdown

One white mana instant – Mythic Rare


Spree

(Choose one or more additional costs.)


  • + One generic mana – All creatures lose all abilities until end of turn.
  • + One generic mana – Choose a creature you control. It gains indestructible until end of turn.
  • + Three generic, two white mana – Destroy all creatures.
Fortune, Loyal Steed

Fortune, Loyal Steed

Two generic, one white mana legendary creature – Beast Mount – 2/4 – Rare


When Fortune, Loyal Steed enters the battlefield, 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

Frontier Seeker

Frontier Seeker

One generic, one white mana creature – Human Scout – 2/1 – Uncommon


When Frontier Seeker enters the battlefield, 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.



Getaway Glamer

Gateway Glamer

One white instant – Uncommon


Spee

(Choose one or more additional costs.)

  • + One generic: Exile target nontoken creature. Return it to the battlefield under its owner’s control at the beginning of the next end step.
  • + Two generic: Destroy target creature if no other creature has greater power.
High Noon

High Noon

One generic, one white enchantment – Rare


Each player can’t cast more than one spell each turn.


Four generic, one red, Sacrifice High noon: It deals 5 damage to any target.

Holy Cow

Holy Cow

Two generic, one white creature – Ox Angel – 2/2 – Common


Flash


Flying


When Holy Cow enters the battlefield, you gain 2 life and scry 1.

(Look at the top card of your library. You may put that card on the bottom.)

Inventive Wingsmith

Inventive Wingsmith

Two generic, one white creature – Dwarf Artificer – 2/4 – Common


At the beginning of your end step, if you haven’t cast a spell from your hand this turn and Inventive Wingsmith doesn’t have a flying counter on it, put a flying counter on it.

Lassoed by the Law

Lassoed by the Law

Three generic, one white enchantment – Uncommon


When Lassoed by the Law enters the battlefield, exile target nonland permanent an opponent controls until Lassoed by the Law leaves the battlefield.


When Lassoed by the Law enters the battlefield, 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.”

Mystical Tether

Mystical Tether

Two generic, one white enchantment – Common


You may cast Mystical Tether as though it had flash if you pay two generic more to cast it.


When Mystical Tether enters the battlefield, exile target artifact creature an opponent controls until Mystical Tether leaves the battlefield.

Nuturing Pixie

Nurturing Pixie

One white creature – Faerie Rogue – 1/1 – Uncommon


Flying


When Nurturing Pixie enters the battlefield, return up to one target non-Faerie, nonland permanent you control to its owner’s hand. If a permanent was returned this way, put a +1/+1 counter on Nurturing Pixie.



Omenport Vigilante

Omenport Vigilante

One generic, one white creature – Human Mercenary – 2/2 – Uncommon


Omenport Vigilante has double strike as long as you’ve committed a crime this turn.

One Last Job

One Last Job

Two generic, one white sorcery – Rare


Spree


  • + Two generic – Return target creature cared from your graveyard to the battlefield.
  • + One generic – Return target Mount or Vehicle card from your graveyard to the battlefield.
  • + One generic – Return target Aura or Equipment card from your graveyard to the battlefield attacked to a creature you control.
Outlaw Medit

Outlaw Medic

One generic, one white creature – Human Rogue – 1/3 – Common


Lifelink


When Outlaw Medic dies, draw a card.

Prairie Dog

Prairie Dog

One generic, one white mana creature – Squirrel – 2/2 – Uncommon


At the beginning of your end step, if you haven’t cast a spell from your hand this turn, put a +1/+1 counter on Prairie Dog.


Four generic, one white mana: Until end of turn, if you would put one or more +1/+1 counters on a creature you control, put that many plus one +1/+1 counters on it instead.

Prosperity Tycoon

Prosperity Tycoon

Three generic, one white mana creature – Human Noble – 4/2 – Uncommon


When Prosperity Tycoon enters the battlefield, 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.”


Two generic mana, Sacrifice a token: Prosperity Tycoon gains indestructible until end of turn. Tap it.

(Damage and effects that say “destroy” don’t destroy it.)

Requisition Raid

Requisition Raid

One white mana sorcery – Uncommon


Spree

(Choose one or more additional costs.)


  • + One generic mana – Destroy target artifact.
  • + One generic mana – Destroy target enchantment.
  • + One generic mana – Put a +1/+1 counter on each creature target player controls.
Rustler Rampage

Rustler Rampage

One white mana instant – Uncommon


Spree

(Choose one or more additional costs.)


  • + One generic mana – Untap all creatures target player controls.
  • + One generic mana – Target creature gains double strike until end of turn.



Shepherd of the Clouds

Shepherd of the Clouds

Four generic, one white mana creature – Pegasus – 4/3 – Uncommon


Flying, vigilance


When Shepherd of the Clouds enters the battlefield, return target permanent card with mana value 3 or less from your graveyard to your hand. Return that card to the battlefield instead if you control a Mount.

Sheriff of Safe Passage

Sheriff of Safe Passage

Two generic, one white creature – Human Knight – 0/0 – Uncommon


Sheriff of Sage Passage enters the battlefield with a +1/+1 counter on it plus an additional +1/+1 counter on it for each other creature you control.


Plot: one generic, one white

(You may pay one generic, one white 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.)

Stagecoach Security

Stagecoach Security

Four generic, one white mana creature – Human Soldier – 4/5 – Common


When Stagecoach Security enters the battlefield, creatures you control get +1/+1 and gain vigilance until end of turn.


Plot three generic, one white mana

(You may pay three generic, one white mana 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.)

Steer Clear

Steer Clear

One white mana instant – Common


Steer Clear deals 2 damage to target attacking or blocking creature. Steer Clear deals 4 damage to that creature instead if you controlled a Mount as you cast this spell.

Sterling Keykeeper

Sterling Keykeeper

One generic, one white mana creature – Human Mercenary – 2/2 – Common


Two generic mana, Tap: Tap target non-Mount creature.

Sterling Supplier

Sterling Supplier

Four generic, one white mana creature – Bird Soldier – 3/4 – Common


Flying


When Sterling Supplier enters the battlefield, put a +1/+1 counter on another target creature you control.

Take Up the Shield

Take Up the Shield

One generic, one white mana instant – Common


Put a +1/+1 counter on target creature until end of turn. It gains lifelink and indestructible until end of turn.

(Damage and effects that say “destroy” don’t destroy it.)

Thunder Lasso

Thunder Lasso

Two generic, one white mana artifact – Equipment – Uncommon


When Thunder Lasso enters the battlefield, attach it to target creature you control.


Equipped creature gets +1/+1.


Whenever equipped creature attacks, tap target creature defending player controls.


Equip: two generic mana

Trained Arynx

Trained Arynx

One generic, one white mana creature – Cat Beast Mount – 3/1 – Common


Whenever Trained Arynx attacks while saddled, it gains first strike until end of turn. Scry 1.

(Look at the top card of your library. You may put that card on the bottom.)


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.)

Vengeful Townsfolk

Vengeful Townsfolk

Two generic, one white mana creature – Human Citizen – 3/3 – Common


Whenever one or more other creatures you control die, put a +1/+1 counter on Vengeful Townsfolk.

Wanted Griffin

Wanted Griffin

Three generic, one white mana creature – Griffin – 3/2 – Common


Flying


When Wanted Griffin dies, 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.”







Blue

Fblthp, Lost on the Range by Brian Valeza
Fblthp, Lost on the Range by Brian Valeza


This set features more Planeswalkers than usual, with the most interesting easily being the reveal that Jace has been disguised as Ashiok. Alongside him, we’ve also got Fblthp, who is now more lost than he’s ever been before.



Image

Name

Description

Archmage's Newt

Archmage’s Newt

One generic, one blue creature – Salamander Mount – 2/2 – Rare


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 of Archmage’s Newt is saddled.

(You may cast that card from your graveyard for its flashback cost. Then exile it.)


Saddle 3

Canyon Crab

Canyon Crab

One generic, one blue creature – Crab – 0/5 – Uncommon


One generic, one blue: 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.

Daring Thunder-Thief

Daring Thunder-Thief

Three generic, one blue creature – Turtle Rogue – 4/4 – Common


Flash


Daring Thunder-Thief enters the battlefield tapped.

Deepmuck Desperado

Deepmuck Desperado

Two generic, one blue creature – Homarid Mercenary – 2/4 – Uncommon


Whenever you commit a crime, each opponent mills three cards. This ability triggers only once each turn.

Djinn of Fool's Fall

Djinn of Fool’s Fall

Four generic, one blue creature – Djinn – 4/3 – Common


Flying


Plot three generic, one blue

Double Down

Double Down

Three generic, one blue enchantment – Mythic Rare


Whenever you cast an outlaw spell, copy that spell.

(Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws. Copies of permanent spells become tokens.)



Duelist of the Mind

Duelist of the Mind

One generic, one blue creature – Human Advisor – */3 – Rare


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.

Emergent Haunting

Emergent Haunting

One generic, one blue enchantment – Uncommon


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.


Two generic, one blue: Surveil one

Failed Footing

Failed Footing

One generic, one blue instant – Common


Return target nonland permanent to its owner’s hand. If you control a Desert, surveil one.

Fblthp, Lost on the Range

Fblthp, Lost on the Range

One generic, two blue legendary creature – Homunculus – 1/1 – Rare


Ward: two generic


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

Fleeting Reflection

Fleeting Reflection

One generic, one blue instant – Uncommon


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.

Geralf, the Fleshwright

Geralf, the Fleshwright

Two generic, one blue legendary creature – Human Warlock – 2/3 – Mythic Rare


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

Geyser Drake

Geyser Drake

Two generic, one blue creature – Drake – 2/3 – Common


Flying


As long as it’s not your turn, spells you cast cost one less to cast.



Harrier Strix

Harrier Strix

One blue creature – Brid – 1/1 – Common


Flying


When Harrier Strix enters the battlefield, tap target permanent.


Two generic, one blue: Draw a card, then discard a card.

Jace Reawakened

Jace Reawakened

Two blue legendary planeswalker – Jace – 3 Starting Loyalty – Mythic Rare


You can’t cast this spell during your first, second, or third turns of the game.


  • +1: Draw a card, then discard a card.
  • +1: You may exile a nonland card with mana value 3 or less from your hand. If you do, it becomes plotted.
  • -6: Until end of turn, whenever you cast a spell, copy it. You may choose new targets for the copy.
Jailbreak Scheme

Jailbreak Scheme

One blue sorcery – Common


Spree

  • + Three generic – Put a +1/+1 counter on target creature. It can’t be blocked this turn.
  • + Two generic – Target artifact or creature’s owner puts it on the top or bottom of their library.
Loan Shark

Loan Shark

Three generic, one blue creature – Shark Rogue – 3/4 – Common


When Loan Shark enters the battlefield, if you’ve cast two or more spells this turn, draw a card.


Plot three generic, one blue

Marauding Sphinx

Marauding Sphinx

Three generic, two blue creature – Sphinx Rogue – 3/5 – Uncommon


Flying, vigilance, ward 2


Whenever you commit a crime, surveil 2. This ability triggers only once each turn.

(Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)

Metamorphic Blast-1

Metamorphic Blast

One blue instant – Uncommon


Spree

(Choose one or more additional costs.)


  • +

    One generic: Until end of turn, target creature becomes a white Rabbit with base power and toughness 0/1.
  • + Three generic: Target player draws two cards.
Nimble Brigand-1

Nimble Brigand

Two generic, one blue creature – Human Rogue – 1/3 – Uncommon


Nimble Brigand can’t be blocked if you’ve committed a crime this turn.

(Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)


Whenever Nimble Brigand deals combat damage to a player, draw a card.



Outlaw Stitcher

Outlaw Stitcher

Three generic, one blue mana creature – Human Warlock – 1/4 – Uncommon


When Outlaw Stitcher enters the battlefield, 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 four generic, one blue mana

(You may pay four generic, one blue mana 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.)

Peerless Ropemaster

Peerless Ropemaster

Four generic, one blue mana creature – Human Rogue – 4/4 – Common


When Peerless Ropemaster enters the battlefield, return up to one target tapped creature to its owner’s hand.

Phantom Interference

Phantom Interference

One blue mana instant – Common


Spree

(Choose one or more additional costs.)


  • + Three generic mana – Create a 2/2 white Spirit creature token with flying.
  • + One generic mana – Counter target spell unless its controller pays two generic mana.
Plan the Heist

Plan the Heist

Two generic, two blue mana sorcery – Uncommon


Surveil 3 if you have no cards in hand. Then draw three cards.

(To surveil 3, look at the top three cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)


Plot three generic, one blue mana

(You may pay three generic, one blue mana 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.)

Razzle-Dazzler

Razzle-Dazzler

One generic, one blue mana creature – Human Wizard – 1/2 – Common


Whenever you cast your second spell each turn, put a +1/+1 counter on Razzle-Dazzler. It can’t be blocked this turn.

Seize the Secrets

Seize the Secrets

Two generic, one blue mana sorcery – Common


This spell costs one generic mana less to cast if you’ve committed a crime this turn.

(Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)


Draw two cards.

Shackle Slinger

Shackle Slinger

Two generic, one blue mana creature – Human Soldier – 3/2 – Uncommon


Whenever you cast your second spell each turn, choose target creature an opponent controls. If it’s tapped, put a stun counter on it. Otherwise, tap it.

(If a permanent with a stun counter on it would become untapped, remove one from it instead.)



Shifting Grift

Shifting Grift

Two blue sorcery – Uncommon


Spree

  • + Two generic – Exchange control of two target creatures.
  • + One generic – Exchange control of two target artifacts.
  • + One generic – Exchange control of two target enchantments.
Slickshot Lockpicker

Slickshot Lockpicker

Two generic, one blue creature – Human Rogue – 2/3 – Uncommon


When Slickshot Lockpicker enters the battlefield, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost.


Plot two generic, one blue

Slickshot Vault-Buster

Slickshot Vault-Buster

Two generic, one blue creature – Human Rogue – 1/4 – Common


Vigilance


Slickshot Vault-Buster gets +2/+0 as long as you’ve committed a crime this turn.

Spring Splasher

Spring Splasher

One generic, one blue mana creature – Frog Beast – 2/1 – Common


Whenever Spring Splasher attacks, target creature defending player controls gets -3/-0 until end of turn.

Step Between Worlds

Step Between Worlds

Three generic, two blue sorcery – Rare


Each player may shuffle their hand and graveyard into their library. Each player who does draws seven cards. Exile Step Between Worlds.


Plot four generic, two blue.

Stoic Sphinx

Stoic Sphinx

Two generic, two blue mana creature – Sphinx – 5/3 – Rare


Flash


Flying


Stoic Sphinx has hexproof as long as you haven’t cast a spell this turn.

Stop Cold

Stop Cold

Three generic, one blue mana enchantment – Aura – Common


Flash


Enchant artifact or creature


When Stop Cold enters the battlefield, tap enchanted permanent.


Enchanted permanent loses all abilities and doesn’t untap during its controller’s untap step.

Take the Fall

Take the Fall

One blue mana instant – Common


Target creature gets -1/-0 until end of turn. It gets -4/-0 until end of turn instead if you control an outlaw.

(Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.)

The Key to the Vault

The Key to the Vault

One generic, one blue mana legendary artifact – Equipment – Rare


Whenever equipped creature deals combat damage to a player, look at that many cards from the top of your library. You may exile a nonland card from among them. Put the rest on the bottom of your library in a random order. You may cast the exiled card without paying its mana cost.


Equip two generic, one blue mana

This Town Ain't Big Enough

This Town Ain’t Big Enough

Four generic, one blue mana instant – Uncommon


This spell costs three generic mana less to cast if it targets a permanent you control.


Return up to two target nonland permanents to their owner’s hands.

Three Steps Ahead

Three Steps Ahead

One blue mana instant – Rare


Spree

(Choose one or more additional costs.)


  • + One generic, one blue mana – Counter target spell.
  • + Three generic mana – Create a token that’s a copy of target artifact or creature you control.
  • + Two generic mana – Draw two cards, then discard a card.
Visage Bandit

Visage Bandit

Three generic, one blue mana creature – Shapeshifter Rogue – 2/2 – Uncommon


You may have Visage Bandit enter the battlefield as a copy of a creature you control, except it’s a Shapeshifter Rogue in addition to its other types.


Plot two generic, one blue mana

(You may pay two generic, one blue mana 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.)







Black

Tinybones, the Pickpocket by Ekaterina Burmak
Tinybones, the Pickpocket by Ekaterina Burmak


Tinybones was the star of the original Jumpstart set, so him finally making his main set debut in Outlaws of Thunder Junction is exciting. Who doesn’t love a little skeleton guy?



Image

Name

Description

Ambush Gigapede

Ambush Gigapede

Four generic, two black creature – Insect – 6/2 – Common


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

Binding Negotiation

Binding Negotiation

One generic, one black sorcery – Uncommon


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.

Blacksnag Buzzard

Blacksnag Buzzard

Two generic, one black creature – Bird – 2/1 – Common


Flying


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


Plot: one generic, one black

(You may pay one generic, one black, 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.)

Blood Hustler

Blood Hustler

One generic, one black creature – Vampire Rogue – 1/1 – Uncommon


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.)


Three generic, one black: Target opponent loses 1 life and you gain 1 life.

Boneyard Desecrator

Boneyard Desecrator

Three generic, one black creature – Zombie Mercenary – 3/4 – Common


Menace


One generic, one black, 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.)

Caustic Bronco

Caustic Bronco

One generic, one black creature – Snake Horse Mount – 2/2 – Rare


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.)



Consuming Ashes

Consuming Ashes

Two generic, two black instant – Common


Exile target creature. If it had mana value three or less, surveil two.

Corrupted Conviction

Corrupted Conviction

One black instant – Common


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


Draw two cards.

Desert's Due

Desert’s Due

One generic, one black instant – Common


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

Desperate Bloodseeker

Desperate Bloodseeker

One generic, one black creature – Vampire – 2/2 – Common


Lifelink


When Desperate Bloodseeker enters the battlefield, target player mills two cards.

Fake Your Own Death

Fake Your Own Death

One generic, one black instant – Common


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 artifact: Add one mana of any color.”)

Forsaken Miner

Forsaken Miner

One black creature – Skeleton Rogue – 2/2 – Uncommon


Forsaken Miner can’t block.


Whenever you commit a crime, you may pay one black. If you do, return Forsaken Miner from your graveyard to the battlefield.

Gisa, the Hellraiser

Gisa, the Hellraiser

Three generic, two black legendary creature – Human Warlock – 4/4 – Mythic Rare


Ward: two generic, pay two 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.



Hollow Marauder-1

Hollow Marauder

Six generic, one black creature – Specter Rogue – 4/2 – Uncommon


This spell costs one generic less to cast for each creature card in your graveyard.


Flying


When Hollow Marauder enters the battlefield, any number of target opponents each discard a card. For each of those opponents who didn’t discard a card with mana value 4 or greater, draw a card.

Insatiable Avarice

Insatiable Avarice

One black mana sorcery – Rare


Spree

(Choose one or more additional costs.)


  • + Two generic mana – Search your library for a card, then shuffle and put that card on top.
  • + Two black mana – Target player draws three cards and loses 3 life.
Kaervek, the Punisher

Kaervek, the Punisher

One generic, two black legendary creature – Human Warlock – 3/3 – Rare


Whenever you commit a crime, exile up to one target black card from your graveyard and copy it. You may cast the copy. If you do, you lose two life.

Lively Dirge

Lively Dirge

One generic, one black sorcery – Uncommon


Spree

  • + One generic – Search your library for a card, put it into your graveyard, then shuffle.
  • + Two generic – Return up to two creature cards with total mana value four or less from your graveyard to the battlefield.
Mourner's Surprise

Mourner’s Surprise

One generic, one black sorcery – Common


Return up to one target creature card from your graveyard to your hand. 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.”

Neutralize the Guards

Neutralize the Guards

Two generic, one black instant – Uncommon


Creatures target opponent controls get -1/-1 until end of turn. Surveil 2.

Nezumi Linebreaker

Nezumi Linkbreaker

One black creature – Rat Warlock – 1/1 – Common


When Nezumi Linkbreaker dies, 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.”



Overzealous Muscle

Overzealous Muscle

Four generic, one black mana creature – Ogre Mercenary – 5/4 – Common


Whenever you commit a crime during your turn, Overzealous Muscle gains indestructible until end of turn.

(Targeting opponents, anything they control, and/or cards in their graveyards is a crime. Damage and effects that say “destroy” don’t destroy a creature with indestructible.)

Pitiless Carnage

Pitiless Carnage

Three generic, one black mana sorcery – Rare


Sacrifice any number of permanents you control, then draw that many cards.


Plot one generic, two black mana

(You may pay one generic, two black mana 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.)

Rakish Crew

Rakish Crew

Two generic, one black mana enchantment – Uncommon


When Rakish Crew enters the battlefield, 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 an outlaw you control dies, each opponent loses 1 life and you gain 1 life.

(Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.)

Rattleback Apothecary

Rattleback Apothecary

Two generic, one black mana creature – Gorgon Warlock – 3/2 – Uncommon


Deathtouch


Whenever you commit a crime, target creature you control gains your choice of menace or lifelink until end of turn.

(Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)(You may pay one generic, one red mana 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.)

Raven of Fell Omens

Raven of Fell Omens

One generic, one black mana creature – Bird – 1/2 – Common


Flying


Whenever you commit a crime, each opponent loses 1 life and you gain 1 life. This ability triggers only once each turn.

(Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)

Rictus Robber

Rictus Robber

Three generic, one black creature – Zombie Rogue – 4/3 – Uncommon


When Rictus Robber enters the battlefield, if a creature died this turn, create a 2/2 blue and black Zombie Rogue creature token.


Plot two generic, one black

(You may pay two generic, one black mana 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.)

Rooftop Assassin

Rooftop Assassin

Three generic, one black mana creature – Vampire Assassin – 2/2 – Common


Flash


Flying, lifelink


When Rooftop Assassin enters the battlefield, destroy target creature an opponent controls that was dealt damage this turn.



Rush of Dread

Rush of Dread

One generic, two black mana sorcery – Rare


Spree

(Choose one or more additional costs.)


  • + One generic mana – Target opponent sacrifices half the creatures they control, rounded up.
  • + Two generic mana – Target opponent discards half the cards in their hand, rounded up.
  • + Two generic mana – Target opponent loses half their life, rounded up.
Servant of the Stinger

Servant of the Stinger

One generic, one black creature – Human Warlock – 1/3 – Uncommon


Deathtouch


Whenever Servant of the Stinger deals combat damage to a player, if you’ve committed a crime this turn, you may sacrifice Servant of the Stinger. If you do, search your library for a card, put it into your hand, then shuffle.

Shoot the Sheriff

Shoot the Sheriff

One generic, one black instant – Uncommon


Destroy target non-outlaw creature.

(Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws. Everyone else is fair game.)

Skullduggery

Skullduggery

One black instant – Common


Until end of turn, target creature you control gets +1/+1 and target creature an opponent controls gets -1/-1.

Tinybones Joins Up

Tinybones Joins Up

One black legendary enchantment – Rare


When Tinybones Joins Up enters the battlefield, any number of target players each discard a card.


Whenever a legendary creature enters the battlefield under your control, any number of target players each mill a card and lose 1 life.

Tinybones, the Pickpocket

Tinybones, the Pickpocket

One black legendary creature – Skeleton Rogue – 1/1 – Mythic Rare


Deathtouch


Whenever Tinybones, the Pickpocket deals combat damage to a player, you may cast target nonland permanent card from that player’s graveyard, and mana of any type can be spent to cast that spell.

Treasure Dredger

Treasure Dredger

One generic, one black mana creature – Human Rogue – 2/2 – Uncommon


One generic mana, Tap, Pay 1 life: Create a Treasure token.

(It’s an artifact with “Tap, Sacrifice this artifact: Add one mana of any color.”)

Unfortunate Accident

Unfortunate Accident

One black instant – Uncommon


Spee

(Choose one or more additional costs.)


  • + Two generic, one black: Destroy target creature.
  • + One generic: 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.”
Unscrupulous Contractor

Unscrupulous Contractor

Two generic, one black mana creature – Human Assassin – 3/2 – Uncommon


When Unscrupulous Contractor enters the battlefield, you may sacrifice a creature. When you do, target player draws two cards and loses 2 life.


Plot two generic, one black mana

(You may pay two generic, one black mana 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.)

Vadmir, New Blood

Vadmir, New Blood

One generic, one black mana legendary creature – Vampire Rogue – 2/2 – Rare


Whenever you commit a crime, put a +1/+1 counter on Vadmir, New Blood. This ability triggers only once each turn.

(Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)


As long as Vadmir has four or more +1/+1 counters on it, it has menace and lifelink.

Vault Plunderer

Vault Plunderer

Two generic, one black mana creature – Human Rogue – 3/1 – Common


When Vault Plunderer enters the battlefield, target player draws a card and loses 1 life.







Red

Slickshot Showoff by Augusto Quirino
Slickshot Showoff by Augusto Quirino


Rootin’, tootin’, sharp-shootin’ seems to be the aim of red in this set, with lots of crimes to commit and spree spells to use up all your excess mana.



Image

Name

Description

Brimstone Roundup

Brimstone Roundup

One generic, one red enchantment – Common


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


Plot: two generic, one red

(You may pay two generic, one 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.)

Calamity, Galloping Inferno

Calamity, Galloping Inferno

Four generic, two red legendary creature – Horse Mount – 4/6 – Rare


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

Caught in the Crossfire

Caught in the Crossfire

Two generic, two red instant – Uncommon


Spree

(Choose one or more additional costs.)


  • +

    One generic: Caught in the Crossfire deals two damage to each outlaw creature.

    (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.)
  • + One generic: Caught in the Crossfire deals two damage to each non-outlaw creature.
Cunning Coyote

Cunning Coyote

One generic, one red creature – Coyote – 2/2 – Uncommon


Haste


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


Plot one generic, one red

(You may pay one generic, one red mana 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.)

Deadeye Duelist

Deadeye Duelist

One generic, one red creature – Human Assassin – 1/3 – Common


Reach


One generic, tap: Deadeye Duelist deals one damage to target opponent.

Demonic Ruckus

Demonic Ruckus

One generic, one red enchantment – Aura – Uncommon


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: one red



Discerning Peddler

Discerning Peddler

One generic, one red creature – Human Rogue – 2/2 – Common


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

Explosive Derailment

Explosive Derailment

One red instant – Common


Spree

  • + Two generic – Explosive Derailment deals four damage to target creature.
  • + Two generic – Destroy target artifact.
Ferocification

Ferocification

Two generic, one red enchantment – Uncommon


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.
Gila Courser

Gila Courser

Two generic, one red creature – Lizard Mount – 4/2 – Uncommon


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 one

Great Train Heist

Great Train Heist

One red instant – Rare


Spree

(Choose one or more additional costs)


  • + Two generic, one red: Untap all creatures you control. If it’s your combat phase, there is an additional combat phase after this phase.
  • + Two generic: Creatures you control get +1/+0 and gain first strike until end of turn.
  • + One red: Choose target opponent. Whenever a creature you control deals combat damage to a player this turn, create a tapped treasure token.
Hell to Pay

Hell To Pay

X generic, one red sorcery – Rare


Hell to Pay deals X damage to target creature. Create a number of tapped Treasure tokens equal to the amount of excess damage dealt to that creature this way.

Hellspur Brute

Hellspur Brute

Four generic, one red creature – Minotaur Mercenary – 5/4 – Uncommon


Affinity for outlaws

(This spell costs one generic less to cast for each Assassin, Mercenary, Pirate, Rogue, and/or Warlock you control.)


Trample Hellspur Posse Boss Two generic, two red creature – Lizard Rogue – 2/4 – RareOther outlaws you control have haste.When Hellspir Posse Boss enters the battlefield, create two 1/1 red Mercenary creature tokens with “Tap: Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery.”



Hellspur Posse Boss

Hellspur Posse Boss

Two generic, two red creature – Lizard Rogue – 2/4 – Rare


Other outlaws you control have haste.

(Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.)


When Hellspur Posse Boss enters the battlefield, create two 1/1 red Mercenary creature tokens with “Tap: Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery.”

Highway Robbery

Highway Robbery

One generic, one red sorcery – Common


You may discard a card or sacrifice a land. If you do, draw two cards.


Plot: one generic, one red

Irascible Wolverine

Irascible Wolverine

Two generic, one red creature – Wolverine – 3/2 – Common


When Irascible Wolverine enters the battlefield, exile the top card of your library. Until end of turn, you may play that card.


Plot: two generic, one red

Iron-Fist Pulverizer

Iron-Fist Pulverizer

Four generic, one red creature – Giant Warrior – 4/5 – Common


Reach


Whenever you cast your second spell each turn, Iron-Fist Pulverizer deals two damage to target opponent. Scry one.

Longhorn Sharpshooter

Longhorn Sharpshooter

Two generic, one red creature – Minotaur Rogue – 3/3 – Uncommon


Reach


When Longhorn Sharpshooter becomes plotted, it deals two damage to any target.


Plot: three generic, one red.

Magda, the Hoardmaster

Magda, the Hoardmaster

One generic, one red legendary creature – Dwarf Berserker – 2/2 – Rare


Whenever you commit a crime, create a tapped Treasure token. This ability triggers only once each turn.

(Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)


Sacrifice three Treasures: Create a 4/4 red Scorpion Dragon creature token with flying and haste. Activate only as a sorcery.

Magebane Lizard

Magebane Lizard

One generic, one red creature – Lizard – 1/4 – Uncommon


Whenever a player casts a noncreature spell, Magebane Lizard deals damage to that player equal to the number of noncreature spells they’ve cast this turn.



Mine Raider

Mine Raider

Two generic, one red creature – Human Rogue – 3/2 – Common


Trample


When Mine Raider enters the battlefield, if you control another outlaw, create a Treasure token.

Outlaws' Fury

Outlaws’ Fury

Two generic, one red mana instant – Common


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.)

Prickly Pair

Prickly Pair

Two generic, one red mana creature – Plant Mercenary – 2/2 – Common


When Prickly Pair enters the battlefield, 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.”

Quick Draw

Quick Draw

One red mana instant – Common


Target creature you control gets +1/+1 and gains first strike until end of turn. Creatures target opponent controls lose first strike and double strike until end of turn.

Quilled Charger

Quilled Charger

Three generic, one red creature – Porcupine Mount – 4/3 – Common


Whenever Quilled Charger attacks while saddled, it gets +1/+2 and gains menace until end of turn.

(It can’t be blocked except by two or more creatures.)


Saddle 2

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

Reckless Lackey

Reckless Lackey

One red mana creature – Goblin Pirate – 1/2 – Common


First strike, haste


Two generic, one red mana, Sacrifice Reckless Lackey: Draw a card and create a Treasure token.

(It’s an artifact with “Tap, Sacrifice this artifact: Add one mana of any color.”)

Resilient Roadrunner

Resilient Roadrunner

One generic, one red mana creature – Bird – 2/2 – Uncommon


Haste, protection from Coyotes


Three generic mana: Resilient Roadrunner can’t be blocked this turn except by creatures with haste.



Return the Favor

Return the Favor

Two red mana instant – Uncommon


Spree

(Choose one or more additional costs.)


  • + One generic mana – Copy target instant spell, sorcery spell, activated ability, or triggered ability. You may choose new targets for the copy.
  • + One generic mana – Change the target of target spell or ability with a single target.
Rodeo Pyromancers

Rodeo Pyromancers

Three generic, one red mana creature – Human Mercenary – 3/4 – Common


Whenever you cast your first spell each turn, add two red mana.

Scalestorm Summoner

Scalestorm Summoner

Two generic, one red mana creature – Human Warlock – 3/3 – Uncommon


Whenever Scalestorm Summoner attacks, create a 3/1 red Dinosaur creature token if you control a creature with power 4 or greater.

Scorching Shot

Scorching Shot

Two red mana sorcery – Uncommon


Scorching Shot deals 5 damage to target creature.

Slickshot Show-Off

Slickshot Show-Off

One generic, one red creature – Bird Wizard – 1/2 – Rare


Flying, haste


Whenever you cast a noncreature spell, Slickshot Show-Off gets +2/+0 until end of turn.


Plot: one generic, one red

(You may pay one generic and one 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.)

Stingerback Terror

Stingerback Terror

Two generic, two red mana creature – Scorpion Dragon – 7/7 – Rare


Flying, trample


Stingerback Terror gets -1/-1 for each card in your hand.


Plot two generic, one red mana

(You may pay two generic, one red mana 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.)

Take for a Ride

Take for a Ride

Two generic, one red mana sorcery – Uncommon


Take for a Ride has flash as long as you’ve committed a crime this turn.

(Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)


Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.

Terror of the Peaks

Terror of the Peaks

Three generic, two red mana creature – Dragon – 5/4 – Mythic Rare


Flying


Spells your opponents cast that target Terror of the Peaks cost an additional 3 life to cast.


Whenever another creature enters the battlefield under your control, Terror of the Peaks deals damage equal to that creature’s power to any target.

Thunder Salvo

Thunder Salvo

One generic, one red mana instant – Common


Thunder Salvo deals X damage to target creature, where X is 2 plus the number of other spells you’ve cast this turn.

Trick Shot

Trick Shot

Four generic, one red mana instant – Common


Trick Shot deals 6 damage to target creature and 2 damage to up to one other target creature token.







Green

Hardbristle Bandit by Francis Tneh
Hardbristle Bandit by Francis Tneh


Plant kindred could be a big part of green’s Thunder Junction identity, thanks to the cactusfolk who roam the plains.



Image

Name

Description

Aloe Alchemist

Aloe Alchemist

One generic, one green creature – Plant Warlock – 3/2 – Uncommon


Trample


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


Plot: one generic, one green

(You may pay one generic, one green 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.)

Ankle Biter

Ankle Biter

One green creature – Snake – 1/1 – Common


Deathtouch

Beastbond Outcaster

Beastbond Outcaster

Two generic, one green creature – Human Druid – 3/3 – Uncommon


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


Plot: one generic, one green.

(You may pay one generic and one green 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.)

Betrayal at the Vault

Betrayal at the Vault

Four generic, two green instant – Uncommon


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

Bristleback Sentry

Bristlepack Sentry

One generic, one green creature – Plant Wolf – 3/3 – Common


Defender


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

Bristly Bill, Spine Sower

Bristly Bill, Spine Sower

One generic, one green legendary creature – Plant Druid – 2/2 – Mythic Rare



Landfall —

Whenever a land enters the battlefield under your control. put a +1/+1 counter on target creature.


Three generic, two green: Double the number of +1/+1 counters on each creature you control.



Cactarantula

Cactarantula

Four generic, two green creature – Plant Spider – 6/5 – Common


This spell costs one generic 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.

Colossal Rattlewurm

Colossal Rattlewurm

Two generic, two green mana creature – Wurm – 6/5 – Rare


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


Trample


One generic, one green mana, Exile Colossal Rattlewurm from your graveyard: Search your library for a Desert card, put it onto the battlefield tapped, then shuffle.

Dance of the tumbleweeds

Dance of the Tumbleweeds

One generic, one green sorcery – Common


Spree

  • + One generic – Search your library for a basic land or a Desert card, put it onto the battlefield, then shuffle.
  • + Three generic – Create an X/X green Elemental creature token, where X is the number of lands you control.
Drover Grizzly

Drover Grizzly

Two generic, one green creature – Bear Mount – 4/2 – Common


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


Saddle: one

(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.)

Freestrider Commando 2

Freestrider Commando

Two generic, one green creature – Centaur Mercenary – 3/3 – Common


Freestrider Commander enters the battlefield with two +1/+1 counters on it if it wasn’t cast or no mana was spent to cast it.


Plot: Three generic, one green

(You may pay three generic and one green 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.)

Freestrider Lookout

Freestrider Lookout

Two generic, one green creature – Human Rogue – 3/3 – Rare


Reach


Whenever you commit a crime, look at the top card 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.)

Full Steam Ahead

Full Steam Ahead

Three generic, two green sorcery – Uncommon


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.”



Giant Beaver-1

Giant Beaver

Three generic, one green creature – Beaver Mount – 4/4 – Common


Vigilance


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

Gold Rush 2

Gold Rush

One generic, one green instant – Uncommon


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

Goldvein Hydra

Goldvein Hydra

X generic, one green creature – Hydra – 0/0 – Mythic Rare


Vigilance, trample, haste


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


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

Hardbristle Bandit

Hardbristle Bandit

One generic, one green creature – Plant Rogue – 1/1 – Common


Tap: Add one mana of any color.


Whenever you commit a crime, untap Hardbristle Bandit. This ability triggers only once each turn.

Intrepid Stablemaster

Intrepid Stablemaster

One generic, one green creature – Human Scout – 2/2 – Uncommon


Reach


Tap: add one green


Tap: Add two mana of any one color. Spend this mana only to cast Mount or Vehicle spells.

Map the Frontier

Map the Frontier

Three generic, one green sorcery – Uncommon


Search your library for up to two basic land cards and/or Desert cards, put them onto the battlefield tapped, then shuffle.

Ornery Tumblewagg

Ornery Tumblewagg

Two generic, one green creature – Bushwagg Mount – 2/2 – Rare


At the beginning of combat on your turn, put a +1/+1 counter on target creature.


Whenever Ornery Tumblewagg attacks while saddled, double the number of +1/+1 counters on target creature.


Saddle 2



Outcaster Greenblade

Outcaster Greenblade

Two generic, one green creature – Human Mercenary – 1/2 – Uncommon


When Outcaster Greenblade enters the battlefield, search your library for a basic land card or a Desert card, reveal it, put it into your hand, then shuffle.


Outcaster Greenblade gets +1/+1 for each Desert you control.

Outcaster Trailblazer-1

Outcaster Trailblazer

Two generic, one green creature – Human Druid – 4/2 – Rare


When Outcaster Trailblazer enters the battlefield, add one mana of any color.


Whenever another creature with power 4 or greater enters the battlefield under your control, draw a card.


Plot: two generic, one green

(You may pay two generic and one green 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.)

Patient Naturalist

Patient Naturalist

Two generic, one green mana creature – Human Scout – 2/3 – Common


When Patient Naturalist enters the battlefield, mill three cards. Put a land card from among the milled cards into your hand. If you can’t, create a Treasure token.

(To mill three cards, put the top three cards of your library into your graveyard.)

Railway Brawler

Railway Brawler

Three generic, two green mana creature – Rhino Warrior – 5/5 – Mythic Rare


Reach, trample


Whenever another creature enters the battlefield under your control, put X +1/+1 counters on it, where X is its power.


Plot three generic, one green mana

(You may pay three generic, one green mana 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.)

Rambling Possum

Rambling Possum

Two generic, one green mana creature – Possum Mount – 3/3 – Uncommon


Whenever Rambling Possum attacks while saddled, it gets +1/+2 until end of turn. Then you may return any number of creatures that saddled it this turn to their owner’s hand.


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.)

Raucous Entertainer

Raucous Entertainer

One generic, one green mana creature – Plant Bard – 2/2 – Uncommon


One generic mana, Tap: Put a +1/+1 counter on each creature you control that entered the battlefield this turn.

Reach for the Sky

Reach for the Sky

Three generic, one green mana enchantment – Aura – Common


Flash


Enchant creature


Enchanted creature gets +3/+2 and has reach.


When Reach for the Sky is put into a graveyard from the battlefield, draw a card.



Rise of the Varmints

Rise of the Varmints

Three generic, one green mana sorcery – Uncommon


Create X 2/1 green Varmint creature tokens, where X is the number of creature cards in your graveyard.


Plot two generic, one green mana

(You may pay two generic, one green mana 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.)

Smuggler's Surprise-1

Smuggler’s Surprise

One green instant – Rare


Spree

(Choose one or more additional costs.)

  • + Two generic: Mill four cards. You may put up to two creature and/or land cards from among the milled cards into your hand.
  • + Four generic, one green: You may put up to two creature cards from your hand onto the battlefield.
  • + One generic: Creatures you control with power 4 or greater gain hexproof and indestructible until end of turn.
Snakeskin Veil

Snakeskin Veil

One green mana instant – Common


Put a +1/+1 counter on target creature you control. It gains hexproof until end of turn.

(It can’t be the target of spells or abilities your opponents control.)

Spinewods Armadillo

Spinewoods Armadillo

Four generic, two green creature – Armadillo – 7/7 – Uncommon


Reach


Ward three generic


One generic, one green, discard Spinewoods Armadillo: Search your library for a basic land card or a Desert card, reveal it, put it into your hand, then shuffle. You gain three life.

Spinewoods Paladin

Spinewoods Paladin

Four generic, one green mana creature – Human Knight – 5/4 – Common


Trample


When Spinewoods Paladin enters the battlefield, you gain 3 life.


Plot three generic, one green mana

(You may pay three generic, one green mana 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.)

Stubborn Burrowfiend

Stubborn Burrowfiend

One generic, one green mana creature – Badger Beast Mount – 2/2 – Uncommon


Whenever Stubborn Burrowfiend becomes saddled for the first time each turn, mill two cards, then Stubborn Burrowfiend gets +X/+X until end of turn, where X is the number of creature cards in your graveyard.


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.)

Throw from the Saddle

Throw from the Saddle

One generic, one green mana sorcery – Common


Target creature you control gets +1/+1 until end of turn. Put a +1/+1 counter on it instead if it’s a Mount. Then it deals damage equal to its power to target creature you don’t control.

Trash the Town

Trash the Town

One green mana instant – Uncommon


Spree

(Choose one or more additional costs.)


  • + Two generic mana – Put two +1/+1 counters on target creature.
  • + One generic mana – Target creature gains trample until end of turn.
  • + One generic mana – Until end of turn, target creature gains “Whenever this creature deals combat damage to a player, draw two cards.”
Tumbleweed Rising

Tumbleweed Rising

One generic, one green mana sorcery – Common


Create an X/X green Elemental creature token, where X is the greatest power among creatures you control.


Plot two generic, one green mana

(You may pay two generic, one green mana 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.)

Voracious Varmint

Voracious Varmint

One generic, one green mana creature – Varmint – 2/2 – Common


Vigilance


One generic mana, Sacrifice Voracious Varmint: Destroy target artifact or enchantment.







Multicolor

Rakdos, the Muscle by Victor Maury
Rakdos, the Muscle by Victor Maury


Oko’s crew is full of the multiverse’s most famous villains, and plenty of them are multicolour. Rakdos, Vraska, the Gitrog Monster, Kellen, and new character Annie Flash all give this set a big multicolour presence.



Image

Name

Description

Assimilation Aegis

Assimilation Aegis

One generic, one white, one blue artifact – Equipment – Mythic Rare


When Assimilation Aegis enters the battlefield, 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: two generic.

Jem Lightfoote, Sky Explorer-1

Jem Lightfoote, Sky Explorer

Two generic, one white, one blue legendary creature – Human Scout – 3/3 – Uncommon


Flying, vigilance


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

Wrangler of the Damned

Wrangler of the Damned

Three generic, one white, one blue mana creature – Human Soldier – 1/4 – Uncommon


Flash


At the beginning of your end step, if you haven’t cast a spell from your hand this turn, create a 2/2 white Spirit creature token with flying.

Intimidation Campaign

Intimidation Campaign

One generic, one blue, one black enchantment – Uncommon


When Intimidation Campaign enters the battlefield, each opponent loses 1 life, you gain 1 life, and you draw a card.


Whenever you commit a crime, you may return Intimidation Campaign to its owner’s hand.

(It returns only from the battlefield. Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)

Lazav, Familiar Stranger

Lazav, Familiar Stranger

One generic, one blue, one black legendary creature – Shapeshifter – 1/4 – Uncommon


Whenever you commit a crime, put a +1/+1 counter on Lazav, Familiar Stranger. Then you may exile a card from a graveyard. If a creature card was exiled this way, you may have Lazav become a copy of that card until end of turn.

(Targeting opponents, anything they control, and/ore cards in their graveyards is a crime.

Satoru, the Infiltrator

Satoru, the Infiltrator

One blue, one black mana legendary creature – Human Ninja Rogue – 2/3 – Rare


Menace


Whenever Satoru, the Infiltrator and/or one or more other nontoken creatures enter the battlefield under your control, if none of them were cast or no mana was spent to cast them draw a card.



Akul the Unrepentant

Akul the Unrepentant

Two black, two red legendary creature – Scorpion Dragon Rogue


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.

At Knifepoint

At Knifepoint

One generic, one black, one red enchantment – Uncommon


As long as it’s 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.

Laughing Jasper Flint

Laughing Jasper Flint

One generic, one black, one red legendary creature – Lizard Rogue – 4/3 – Rare


Creatures you control but don’t own are Mercenaries in addition to their other types.


At the beginning of your upkeep, exile the top X cards of target opponent’s library, where X is the number of outlaws you control. Until end of turn, you may cast spells from among those cards, and mana of any type can be spent to cast those spells.

Rakdos Joins Up

Rakdos Joins Up

Three generic, one black, one red mana legendary enchantment – Rare


When Rakdos Joins Up enters the battlefield, return target creature card from your graveyard to the battlefield with two additional +1/+1 counters on it.


Whenever a legendary creature you control dies, Rakdos Joins Up deals damage equal to that creature’s power to target opponent.

Rakdos, the Muscle

Rakdos, the Muscle

Two generic, two black, one red legendary creature – Demon Mercernary – 6/5 – Mythic Rare


Flying, trample


Whenever you sacrifice another creature, exile cards equal to its mana value from the top of target player’s library. Until your next end step, you may play those cards, and mana of any type can be spent to cast those spells.


Sacrifice another creature: Rakdos, the Muscle gains indestructible until end of turn. Tap it. Activate only once each turn.

Vial Smasher, Gleeful Grenadier

Vial Smasher, Gleeful Grenadier

One black, one red mana legendary creature – Goblin Mercenary – 3/2 – Uncommon


Whenever another outlaw enters the battlefield under your control, Vial Smasher, Gleeful Grenadier deals 1 damage to target opponent.

(Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.)

Cactusfolk Sureshot

Cactusfolk Sureshot

Two generic, one red, one green creature – Plant Mercenary – 4/4 – Uncommon


Reach


Ward 2

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


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.



Jolene, Plundering Pugilist

Jolene, Plundering Pugilist

One generic, one red, one green legendary creature – Human Mercenary – 4/2 – Uncommon


Whenever you attack with one or more creatures with power 4 or greater, create a Treasure token.


One generic, one red, Sacrifice a Treasure: Jolene, Plundering Pugilist deals 1 damage to any target.

Roxanne, Starfall Savant

Roxanne, Starfall Savant

Three generic, one red, one green legendary creature – Cat Druid – 4/3 – Rare


Whenever Roxanne, Starfall Savant enters the battlefield or attacks, create a tapped colorless artifact token named Meteorite with “When Meteorite enters the battlefield, it deals two damage to any target” and “Tap: Add one mana of any color.”


Whenever you tap an artifact token for mana, add one mana of any type that artifact token produced.

Congregation Gryff

Congregation Gryff

One generic, one green, one white creature – Hippogriff Mount – 1/4 – Uncommon


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

Miriam, Herd Whisperer

Miriam, Herd Whisperer

One green, one white legendary creature – Human Druid – Uncommon – 3/2


As long as it’s your turn, Mounts and Vehicles you control have hexproof.


Whenever a Mount or Vehicle you control attacks, put a +1/+1 counter on it.

Selvala, Eager Trailblazer

Selvala, Eager Trailblazer

Two generic, one green, one white mana legendary creature – Elf Scout – 4/5 – Mythic Rare


Vigilance


Whenever you cast a creature spell, 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.”


Tap: Choose a color. Add one mana of that color for each different power among creatures you control.

Seraphic Steed

Seraphic Steed

One green, one white mana creature – Unicorn Mount – 2/2 – Rare


First strike, lifelink


Whenever Seraphic Steed attacks while saddled, create a 3/3 white Angel creature token with flying.


Saddle 4

(Tap any number of other creatures you control with total power 4 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)

Wylie Duke, Atiin Hero

Wylie Duke, Atiin Hero

One generic, one green, one white mana legendary creature – Human Ranger – 4/2 – Rare


Vigilance


Whenever Wylie Duke, Atiin Hero becomes tapped, you gain 1 life and draw a card.



Baron Bertram Graywater

Baron Bertram Graywater

Two generic, one white, one black legendary creature – Vampire Noble – 3/4 – Uncommon


Whenever one or more tokens enters the battlefield under your control, create a 1/1 black Vampire Rogue creature token with lifeline. This ability triggers only once each turn.


One generic, one black, Sacrifice another creature or artifact: Draw a card.

Kambal, Profiteering Mayor

Kambal, Profiteering Mayor

One generic, one white, one black legendary creature – Human Advisor – 2/4 – Rare


Whenever one or more tokens enter the battlefield under your opponents’ control, for each of them, create a tapped token that’s a copy of it. This ability triggers only once each turn.


Whenever one or more tokens enter the battlefield under your control, each opponent loses one life and you gain one life.

Ruthless Lawbringer

Ruthless Lawbringer

One generic, one white, one black mana creature – Vampire Assassin – 3/2 – Uncommon


When Ruthless Lawbringer enters the battlefield, you may sacrifice another creature. When you do, destroy target nonland permanent.

Breeches, the Blastmaker

Breeches, the Blastmaker

One generic, one blue, one red legendary creature – Goblin Pirate – 3/3 – Rare


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.

Kraum, Violent Cacophony

Kraum, Violent Cacophony

Two generic, one blue, one red mana legendary creature – Zombie Horror – 2/3 – Uncommon


Flying


Whenever you cast your second spell each turn, put a +1/+1 counter on Kraum, Violent Cacophony and draw a card.

Lilah, Undefeated Slickshot

Lilah, Undefeated Slickshot

One generic, one blue, one red legendary creature – Human Rogue – 3/3 – Rare


Prowess


Whenever you cast a multicolored instant for sorcery spell from your hand, exile that spell instead of putting it into your graveyard as it resolves. If you do, it becomes plotted.

Malcolm, the Eyes

Malcolm, the Eyes

One blue, one red legendary creature – Siren Pirate – 2/2 – Rare


Flying, haste


Whenever you cast your second spell each turn, investigate.



Slick Sequence

Slick Sequence

One blue, one red instant – Uncommon


Slick Sequence deals two damage to any target. If you’ve cast another spell this turn, draw a card.

Badlands Revival

Badlands Revival

Three generic, one black, one green sorcery – Uncommon


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.

Honest Rutstein

Honest Rutstein

One generic, one black, one green legendary creature – Human Warlock – 3/2 – Uncommon


When Honest Rutstein enters the battlefield, return target creature card from your graveyard to your hand.


Creature spells you cast cost one generic less to cast.

Pillage the Bog

Pillage the Bog

One black, one green mana sorcery – Rare


Look at the top X cards of your library, where X is twice the number of lands you control. Put one of them into your hand and the rest on the bottom of your library in a random order.


Plot one generic, one black, one green mana

(You may pay one generic, one black, one green mana 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.)

The Gitrog, Ravenous Ride

The Gitrog, Ravenous Ride

Three generic, one black, one green legendary creature – Frog Horror Mount – 6/5 – Mythic Rare


Trample, haste


Whenever The Gitrog, Ravenous Ride deals combat damage to a player, you may sacrifice a creature that saddled it this turn. If you do, draw X cards, then put up to X land cards from your hand onto the battlefield tapped, where X is the sacrificed creature’s power.


Saddle 1

Vraska Joins Up

Vraska Joins Up

One black, one green mana legendary enchantment – Rare


When Vraska Joins Up enters the battlefield, put a deathtouch counter on each creature you control.


Whenever a legendary creature you control deals combat damage to a player, draw a card.

Vraska, the Silencer

Vraska, the Silencer

One generic, one black, one green legendary creature – Gorgon Assassin – 3/3 – Mythic Rare


Deathtouch


Whenever a nontoken creature an opponent controls dies, you may pay one generic. If you do, return that card to the battlefield tapped under your control. It’s a Treasure artifact with “Tap, Sacrifice this artifact: Add one mana of any color,” and it loses all other card types.



Bruse Tarl, Roving Rancer

Bruse Tarl, Roving Rancher

Two generic, one red, one white legendary creature – Human Warrior – 4/3 – Rare


Oxen you control have double strike.


Whenever Bruse Tarl, Roving Rancher enters the battlefield 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.

Ertha Jo, Frontier Mentor

Ertha Jo, Frontier Mentor

Two generic, one red, one white legendary creature – Kor Advisor – 2/4 – Uncommon


When Ertha Jo, Frontier Mentor enters the battlefield, 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.

Form A Posse

Form a Posse

X generic, one red, one white sorcery – Uncommon


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.”

Taii Wakeen, Perfect Shot

Taii Wakeen, Perfect Shot

One red, one white mana legendary creature – Human Mercenary – 2/3 – Rare


Whenevr a source you control deals noncombat damage to a creature equal to that creature’s toughness, draw a card.


X generic mana, Tap: If a source you control would deal noncombat damage to a permanent or player this turn, it deals that much damage plus X instead.

Bonny Pall, Clearcutter-1

Bonny Pall, Clearcutter

Three generic, one green, two blue legendary creature – Giant Scout – 6/5 – Rare


Reach


When Bonny Pall, Clearcutter enters the battlefield, 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 car, then you may put a land card from your hand or graveyard onto the battlefield.

Doc Aurlock, Grizzled Genius

Doc Aurlock, Grizzled Genius

One green, one blue legendary creature – Bear Druid – 2/3 – Uncommon


Spells you cast from your graveyard or from exile costs two generic less to cast.


Plotting cards from your hand cost two generic less.

Make Your Own Luck

Make Your Own Luck

Three generic, one green, one blue mana sorcery – Uncommon


Look at the top three cards of your library. You may exile a nonland card from among them. If you do, it becomes plotted. Put the rest into your hand.

(You may cast it as a sorcery on a later turn without paying its mana cost.)



Oko, the Ringleader

Oko, the Ringleader

Two generic, one green, one blue legendary planeswalker – Oko – 3 Starting Loyalty – Mythic Rare


At the beginning of combat on your turn, Oko, the Ringleader becomes a copy of up to one target creature you control until end of turn, except he has hexproof.

Eriette, the Beguiler

Eriette, the Beguiler

One generic, one white, one blue, one black legendary creature – Human Warlock – 4/4 – Rare


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.

Marchesa, Dealer of Death

Marchesa, Dealer of Death

One blue, one black, one red legendary creature – Human Rogue – 3/4 – Rare


Whenever you commit a crime, you may pay one generic. If you do, look at the top two cards of your library. Put one of them into your hand and the other into your graveyard.

(Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)

Obeka, Splitter of Seconds

Obeka, Splitter of Seconds

One generic, one blue, one black, one red legendary creature – Ogre Warlock – 2/5 – Rare


Menace


Whenever Obeka, Splitter of Seconds deals combat damage to a player, you get that many additional upkeep steps after this phase.

Annie Flash, the Veteran

Annie Flash, The Veteran

Three generic, one red, one green, one white legendary creature – Human Rogue – 4/5 – Mythic Rare


Flash


When Annie Flash, the Veteran enters the battlefield, 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.

Annie Joins Up

Annie Joins Up

One generic, one red, one green, one white legendary enchantment – Rare


When Annie Joins Up enters the battlefield, 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.

Ghired, Mirror of the Wilds

Ghired, Mirror of the Wilds

One red, one green, one white legendary creature – Human Shaman – 3/3 – Mythic Rare


Haste


Nontoken creatures you control have “Tap: Create a token that’s a copy of target token you control that entered the battlefield this turn.”

Kellan Joins Up

Kellan Joins Up

One green, one white, one blue legendary enchantment – Rare


When Kellan Joins Up enters the battlefield, you may exile a nonland card with mana value three or less from your hand. If you do, it becomes plotted.


Whenever a legendary creature enters the battlefield under your control, put a +1/+1 counter on each creature you control.

Kellan, the Kid

Kellan, the Kid

One green, one white, one blue legendary creature – Human Faerie Rogue – 3/3 – Mythic Rare


Flying, lifelink


Whenever you cast a spell from anywhere other than your hand, you may cast a permanent spell with equal or lesser mana value from your hand without paying its mana cost. If you don’t, you may put a land card from your hand onto the battlefield.

Riku of Many Paths

Riku of Many Paths

One green, one blue, one red legendary creature – Human Wizard – 3/3 – Rare


Whenever you cast a modal spell, choose up to X, where X is the number of time you choose a mode for that spell –

  • Exile the top card of your library. Until the end of your next turn, you may play it.
  • Put a +1/+1 counter on Riku of Many Paths. It gains trample until end of turn.
  • Create a 1/1 blue Bird creature token with flying.







Colorless

Spirebluff Canal by Ron Spears
Spirebluff Canal by Ron Spears


With things to steal, there could be plenty of artifacts lying around. If not, we’ve still got the lands, which includes the return of Deserts to make your Hazezon, Shaper of Sand deck you’ve been tinkering with since Dominaria United finally come together.



Image

Name

Description

Bandit's Haul

Bandit’s Haul

Three generic artifact – Uncommon


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.


Two generic, Tap, Remove two loot counters from Bandit’s Haul: Draw a card.

Boom Box

Boom Box

Two generic artifact – Uncommon


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

Gold Pan

Gold Pan

Two generic artifact – Equipment – Common


When Gold Pan enters the battlefield, crate a Treasure token.


Equipped creature gets +1/+1.


Equip: one generic

Lavaspur Boots

Lavaspur Boots

One generic artifact – Equipment – Uncommon


Equipped creature gets +1/+0 and has haste and ward one generic.


Equip: one generic

Luxurious Locomotive

Luxurious Locomotive

Five generic artifact – Vehicle – 6/5 – Uncommon


Whenever Luxurious Locomotive attacks, create a Treasure token for each creature that crewed it this turn.


Crew 1. Activate only once each turn.

(Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)

Mobile Homestead

Mobile Homestead

Two generic artifact – Vehicle – 3/3 – Uncommon


Mobile Homestead has haste as long as you control a Mount.


Whenever Mobile Homestead attacks, look at the top card of your library. If it’s a land card, you may put it onto the battlefield tapped.


Crew 2



Oasis Gardener

Oasis Gardener

Three generic artifact creature – Scarecrow – 2/2 – Common


When Oasis Gardener enters the battlefield, you gain two life.


Tap: Add one mana of any color.

Redrock Sentinel

Redrock Sentinel

Three generic mana artifact creature – Golem – 2/4 – Uncommon


Defender


Two generic mana, Tap, Sacrifice a land: Draw a card and create a Treasure token.

(It’s an artifact with “Tap, Sacrifice this artifact: Add one mana of any color.”)

Silver Deputy

Silver Deputy

Two generic artifact creature – Mercenary – 1/2 – Common


When Silver Deputy enters the battlefield, you may search your library for a basic land card or a Desert card, reveal it, then shuffle and put it on top.


Tap: Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery.

Sterling Hound

Sterling Hound

Three generic mana artifact creature – Dog – 3/2 – Common


When Sterling Hound enters the battlefield, 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.)

Tomb Trawler-1

Tomb Trawler

Two generic artifact creature – Golem – 0/4 – Uncommon


Two generic: Put target card from your graveyard on the bottom of your library.

Lands

Abraded Bluffs

Abraded Bluffs

Land – Desert – Common


Abraded Bluffs enters the battlefield tapped.


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


Tap: Add one red or one white.



Arid Archway

Arid Archway

Land – Desert – Uncommon


Arid Archway enters the battlefield tapped.


When Arid Archway enters the battlefield, 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.)

Blooming Marsh

Blooming Marsh

Land – Rare


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


Tap: Add one black or one green.

Botanical Sanctum

Botanical Sanctum

Land – Rare


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


Tap: Add one green or one blue.

Bristling Backwoods

Bristling Backwoods

Land – Desert – Common


Bristling Backwoods enters the battlefield tapped.


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


Tap: Add one red or one green.

Bucolic Ranch

Bucolic Ranch

Land – Desert – Uncommon


Tap: Add one colorless mana.


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


Three generic, 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.

Concealed Courtyard

Concealed Courtyard

Land – Rare


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


Tap: Add one white or one black.

Conduit Pylons

Conduit Pylons

Land – Desert – Common


When Conduit Pylons enters the battlefield, surveil 1.


Tap: Add one generic.


One generic, tap: Add one mana of any color.



Creosote Heath

Creosote Heath

Land – Desert – Common


Creosote Heath enters the battlefield tapped.


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


Tap: Add one green or one white.

Eroded Canyon

Eroded Canyon

Land – Desert – Common


Eroded Canyon enters the battlefield tapped.


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


Tap: Add one blue or one red.

Festering Gulch

Festering Gulch

Land – Desert – Common


Festering Gulch enters the battlefield tapped.


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


Tap: Add one black or one green.

Forlorn Flats

Forlorn Flats

Land – Desert – Common


Forlorn Flats enters the battlefield tapped.


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


Tap: Add one white or black.

Inspiring Vantage

Inspiring Vantage

Land – Rare


Inspiring Vantage enters the battlefield tapped unless you control two or fewer lands.


Tap: Add one red or one white.

Jagged Barrens

Jagged Barrens

Land – Desert – Common


Jagged Barrens enters the battlefield tapped.


When Jagged Barrens enters the battlefield, it deals 1 damage to target opponent.


Tap: Add one black or one red.

Lonely Arroyo

Lonely Arroyo

Land – Desert – Common


Lonely Arroyo enters the battlefield tapped.


When Lonely Arroyo enters the battlefield, it deals 1 damage to target opponent.


Tap: Add one white or one blue.

Lush Oasis

Lush Oasis

Land – Desert – Common


Lush Oasis enters the battlefield tapped.


When Lush Oasis enters the battlefield, it deals 1 damage to target opponent.


Tap: Add one green or one blue.

Mirage Mesa

Mirage Mesa

Land – Desert – Common


Mirage Mesa enters the battlefield tapped. As it enters, choose a color.


Tap: Add one mana of the chosen color.

Sandstorm Verge

Sandstorm Verge

Land – Desert – Uncommon


Tap: Add one colorless mana.


Three generic mana, Tap: Target creature can’t block this turn. Activate only as a sorcery.

Soured Springs

Soured Springs

Land – Desert – Common


Soured Springs enters the battlefield tapped.


When Soured Springs enters the battlefield, it deals 1 damage to target opponent.


Tap: Add one blue or one black.

Spirebluff Canal

Spirebluff Canal

Land – Rare


Spirebluff Canal enters the battlefield tapped unless you control two or fewer other lands.


Tap: Add one blue or one red.







Breaking News

Thoughtseize by William Tempest
Thoughtseize by William Tempest


This set’s got not one, but two different bonus sheets. Breaking News cards are found in every pack, and focuses on cards that help you commit crimes. Mana Drain is a huge win for this sheet, and it can only really go up from here. Like other bonus sheets, these cards aren’t Standard-legal unless they already were, but can be played in other formats and in your limited deck.


Targeting your opponent, their permanents, or their graveyard with a spell or ability you control counts as committing a crime.





Image

Name

Description

Fell the Mighty

Fell The Mighty

Four generic, one white sorcery – Rare


Destroy all creatures with power greater than target creature’s power.

Foerce Retribution

Fierce Retribution

One generic, one white instant – Uncommon


Cleave: five generic, one white

(You may cast this spell for its cleave cost. If you do, remove the words in square backets.)


Destroy target [attacking] creature.

Journey to Nowhere-1

Journey to Nowhere

One generic, one white enchantment – Uncommon


When Journey to Nowhere enters the battlefield, exile target creature.


When Journey to Nowhere leaves the battlefield, return the exiled card to the battlefield under its owner’s control.

Leyline Binding-1

Leyline Binding

Five generic, one white enchantment – Mythic Rare


Flash



Domain

– This spell costs one generic less to cast for each basic land type among lands you control.


When Leyline Binding enters the battlefield, exile target nonland permanent an opponent controls until Leyline Binding leaves the battlefield.

Pariah

Pariah

Two generic, one white enchantment – Aura – Rare


Enchant creature


All damage that would be dealt to you is dealt to enchanted creature instead.

Path to Exile

Path to Exile

One white mana instant – Rare


Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.



Archive Trap-1

Archive Trap

Three generic, two blue instant – Trap – Rare


If an opponent searched their library this turn, you may pay zero generic rather than pay this spell’s mana cost.


Target opponent mills thirteen cards.

Archmage's Charm-1

Archmage’s Charm

Three blue instant – Rare


Choose one —

  • Counter target spell.
  • Target player draws two cards.
  • Gain control of target nonland permanent with mana value 1 or less.
Commandeer

Commandeer

Five generic, two blue instant – Rare


You may exile two blue cards from your hand rather than pay this spell’s mana cost.


Gain control of target noncreature spell. You may choose new targets for it.

Essence Capture-1

Essence Capture

Two blue instant – Uncommon


Counter target creature spell. Put a +1/+1 counter on up to one target creature you control.

Mana Drain

Mana Drain

Two blue instant – Mythic Rare


Counter target spell. At the beginning of your next main phase, add an amount of colorless mana equal to that spell’s mana value.

Mindbreak Trap

Mindbreak Trap

Two generic, two blue instant – Trap – Mythic Rare


If an opponent cast three or more spells this turn, you may pay zero rather than pay this spell’s mana cost.


Exile any number of target spells.

Repulse 2

Repulse

Two generic, one blue instant – Uncommon


Return target creature to its owner’s hand.


Draw a card.



Heartless Pillage-1

Heartless Pillage

Sorcery – Uncommon


Target opponent discards two cards.



Raid —

If you attacked this turn, create a Treasure token.

Imp's mischief

Imp’s Mischief

One generic, one black instant – Rare


Change the target of target spell with a single target. You lose life equal to that spell’s mana value.

Murder

Murder

One generic, two black instant – Uncommon


Destroy target creature.

Overwhelming Forces

Overwhelming Forces

Six generic, two black sorcery – Mythic Rare


Destroy all creatures target opponent controls. Draw a card for each creature destroyed this way.

Reanimate-1

Reanimate

One black sorcery – Mythic Rare


Put target creature card from a graveyard onto the battlefield under your control. You lose life equal to its mana value.

Surgical Extraction

Surgical Extraction

One Phyrexian black mana – Instant – Rare



(Phyrexian black mana can be paid with either one black mana or 2 life.)


Choose target card in a graveyard other than a basic land card. Search its owner’s graveyard, hand, and library for any number of cards with the same name as that card and exile them. Then that player shuffles.

Thoughtseize

Thoughtseize

One blue sorcery – Mythic Rare


Target player reveals their hand. You choose a nonland card from it. That player discards that card. You lose 2 life.



Skewer the Critics

Skewer the Critics

Two generic, one red sorcery – Uncommon


Spectacle one red mana

(You may cast this spell for its spectacle cost rather than its mana cost if an opponent lost life this turn.)


Skewer the Critics deals 3 damage to any target.

Clear Shot

Clear Shot

Two generic, one green instant – Uncommon


Target creature you control gets +1/+1 until end of turn. It deals damage equal to its power to target creature you don’t control.

Primal Might

Primal Might

X generic, one green sorcery – Rare


Target creature you control gets +X/+X until end of turn. Then it fights up to one target creature you don’t control.

Thornado

Thornado

Two generic, one green instant – Uncommon


Destroy target creature with flying.


Cycling: one generic, one green

(One generic, one green, Discard this card: Draw a card.)

Decimate

Decimate

Two generic, one red, one green sorcery – Rare


Destroy target artifact, target creature, target enchantment, and target land.

(You can’t cast this spell unless you have legal choices for all its targets.)

Savage Smash

Savage Smash

One generic, one red, one green sorcery – Uncommon


Target creature you control gets +2/+2 until end of turn. It fights target creature you don’t control.

Buried in the Garden

Buried In The Garden

Two generic, one green, one white enchantment – Aura – Uncommon


Enchant land


When Buried in the Garden enters the battlefield, exile target nonland permanent you don’t control until Buried in the Garden leaves the battlefield.



Anguished Unmaking

Anguished Unmaking

One generic, one white, one black mana instant – Mythic Rare


Exile target nonland permanent. You lose 3 life.

Vanishing Verse

Vanishing Verse

One white, one black instant – Rare


Exile target monoclored permanent.

Hypothesizzle

Hypothesizzle

Three generic, one blue, one red instant – Uncommon


Draw two cards. Then youmay discard a nonland card. When you do, Hypothesizzle deals 4 damage to target creature.

Abrupt Decay

Abrupt Decay

One black, one green instant – Rare


Abrupt Decay can’t be countered by spells or abilities.


Destroy target nonland permanent with converted mana cost 3 or less.

Decisive Denial

Decisive Denial

One green, one blue instant – Uncommon


Choose one —

  • Target creature you control fights target creature you don’t control.
  • Counter target noncreature spell unless its controller pays three generic mana.
Oko, Thief of Crowns

Oko, Thief of Crowns

One generic, one green, one blue legendary planeswalker – Oko – 4 Starting Loyalty – Mythic Rare


  • +2: Create a Food token.
  • +1: Target artifact or creature loses all abilities and becomes a green Elk creature with base power and toughness 3/3.
  • -5: Exchange control of target artifact or creature you control and target creature an opponent controls with power 3 or less.
Endless Detour

Endless Detour

One green, one white, one blue instant – Rare


The owner of target spell, nonland permanent, or card in a graveyard puts it on the top or bottom of their library.

Villainous Wealth

Villainous Wealth

X generic, one black, one green, one blue sorcery – Rare


Target opponent exiles the top X cards of their library. You may cast any number of spells with mana value X or less from among them without paying their mana costs.

Grindstone

Grindstone

One generic mana artifact – Mythic Rare


Three generic mana, Tap: Target player mills two cards. If two cards that share a color were milled this way, repeat this process.

Unlicensed Hearse

Unlicensed Hearse

Two generic artifact – Vehicle – */* – Rare


Tap: Exile up to two cards from a single graveyard.


Unlicensed Hearse’s power and toughness are each equal to the number of cards exiled with it.

Dust Bowl

Dust Bowl

Land – Rare


Tap: Add one colorless mana.


Three generic mana, Tap, Sacrifice a Land: Destroy target nonbasic land.







The Big Score

Sword of Wealth and Power by Dominik Mayer
Sword of Wealth and Power by Dominik Mayer


The second bonus sheet takes up the bulk of The List for this set. The Big Score was originally its own Standard-legal mini-set, but following the poor reception of March of the Machine: Aftermath, it was rolled into packs of Thunder Junction instead.



Image

Name

Description

Collector's Cage

Collector’s Cage

One generic, one white artifact – Mythic Rare


Hideaway 5

(When this artifact enters the battlefield, look at the top five cards of your library, exile one face down, then put the rest on the bottom in a random order.)


One generic, Tap: Put a +1/+1 counter on target creature you control. Then if you control three or more creatures with different powers, you may play the exiled card without paying its mana cost.

Grand Abolisher

Grand Abolisher

Two white mana creature – Human Cleric – 2/2 – Mythic Rare


During your turn, your opponents can’t cast spells or activate abilities of artifacts, creatures, or enchantments.

Oltex Matterweaver

Oltec Matterweaver

Two generic creature – Human Artificer – 2/4 – Mythic Rare


Whenever you cast a creature spell, choose one –

  • Create a 1/1 colorless Gnome artifact creature token.
  • Create a token that’s a copy of target artifact token you control.
Rest in Peace

Rest in Peace

One generic, one white enchantment – Mythic Rare


When Rest in Peace enters the battlefield, exile all graveyards.


If a card or token would be put into a graveyard from anywhere, exile it instead.

Esoteric Duplicator

Esoteric Duplicator

Two generic, one blue artifact – Clue – Mythic Rare


Whenever you sacrifice Esoteric Duplicator or another artifact, you may pay two generic. If you do, at the beginning of the next end step, create a token that’s a copy of that artifact.


Two generic, Sacrifice Esoteric Duplicator: Draw a card.

Simulacrum Synthesizer-1

Simulacrum Synthesizer

Two generic, one blue artifact – Mythic Rare


When Simulacrum Synthesizer enters the battlefield, scry 2.


Whenever another artifact with mana value three or greater enters the battlefield under your control, create a 0/0 colorless Construct artifact creature token with “This creature gets +1/+1 for each artifact you control.”



Worldwalker Helm-1

Worldwalker Helm

Two generic, one blue artifact – Mythic Rare


If you would create one or more artifact tokens, instead create those tokens plus an additional Map token.


One generic, one blue, tap: Create a token that’s a copy of target artifact token you control.

Greed's Gambit

Greed’s Gambit

Three generic, one black enchantment – Mythic Rare


When Greed’s Gambit enters the battlefield, you draw three cards, gain six life, and create three 2/1 black Bat creature tokens with flying.


At the beginning of your end step, you discard a card, lose two life, and sacrifice a creature.


When Greed’s Gambit leaves the battlefield, you discard three cards, lose six life, and sacrifice three creatures.

Harvester of Misery

Harvester of Misery

Three generic, two black mana creature – Spirit – 5/4 – Mythic Rare


Menace


When Harvester of Miseyry enters the battlefield, other creatures get -2/-2 until end of turn.


One generic, one black mana, Discard Harvester of Misery: Target creature gets -2/-2 until end of turn.

Hostile Investigator

Hostile Investigator

Three generic, one black mana creature – Ogre Rogue Detective – 4/3 – Mythic Rare


When Hostile Investigator enters the battlefield, target opponent discards a card.


Whenever one or more players discard one or more cards, investigate. This ability triggers only once each turn.

(Create a Clue token. It’s an artifact with “Two generic mana, Sacrifice this artifact: Draw a card.”)

Generous Plunderer

Generous Plunderer

One generic, one red mana creature – Human Rogue -2/2 – Mythic Rare


Menace


At the beginning of your upkeep, you may create a Treasure token. When you do, target opponent creates a tapped Treasure token.


Whenever Generous Plunderer attacks, it deals damage to defending player equal to the number of artifacts they control.

Legion Foundary

Legion Extruder

One generic, one red artifact – Mythic Rare


When Legion Extruder enters the battlefield, it deals two damage to any target.


Two generic, tap, sacrifice another artifact: Create a 3/3 colorless Golem artifact creature token.

Memory Vessel

Memory Vessel

Three generic, two red mana artifact – Mythic Rare


Tap, Exile Memory Vessel: Each player exiles the top seven cards of their library. Until your next turn, players may play cards they exiled this way, and they can’t play cards from their hands. Activate only as a sorcery.



Molten Duplication

Molten Duplication

One generic, one red sorcery – Mythic Rare


Create a token that’s a copy of target artifact or creature you control, except it’s an artifact in addition to its other types. It gains haste until end of turn. sacrifice it at the beginning of the next end step.

Territory Forge

Territory Forge

Four generic, one red artifact – Mythic Rare


When Territory Forge enters the battlefield, if you cast it, exile target artifact or land.


Territory Forge has all activated abilities of the exiled card.

Ancient Cornucopia

Ancient Cornucopia

Two generic, one green artifact – Mythic Rare


Whenever you cast a spell that’s one or more colors, you may gain 1 life for each of that spell’s colors. Do this only once each turn.


Tap: Add one mana of any color.

Bristlebud Farmer

Bristlebud Farmer

Two generic, two green creature – Plant Druid – 5/5 – Mythic Rare


Trample


When Bristlebud Farmer enters the battlefield, create two Food tokens.

(They’re artifacts with “Two generic, Tap, Sacrifice this artifact: You gain 3 life.”)

Omenpath Journey

Omenpath Journey

Three generic, one green enchantment – Mythic Rare


When Omenpath Journey enters the battlefield, search your library for up to five land cards that have different names, exile them, then shuffle.


At the beginning of your end step, choose a card at random exiled with Omenpath Journey and put it onto the battlefield tapped.

Sandstorm Salvager

Sandstorm Salvager

Two generic, one green creature – Human Artificer – 1/1 – Mythic Rare


When Sandstorm Salvager enters the battlefield, create a 3/3 colorless Golem artifact creature token.


Two generic, tap: Put a +1/+1 counter on each creature token you control. They gain trample until end of turn.

Vaultborn Tyrant

Vaultborn Tyrant

Five generic, two green creature – Dinosaur – 6/6 – Mythic Rare


Trample


When Vaultborn Tyrant or another creature with power 4 or greater enters the battlefield under your control, you gain 3 life and draw a card.


When Vaultborn Tyrant dies, if it’s not a token, create a token that’s a copy of it, except it’s an artifact in addition to its other types.



Pest Control

Pest Control

One white, one black sorcery – Mythic Rare


Destroy all nonland permanets with mana value one or less.


Cycling two generic

Loot, the Key to Everything

Loot, the Key to Everything

One green, one blue, one red legendary creature – Beast Noble – 1/3 – Mythic Rare


Ward one generic


At the beginning of your upkeep, exile the top X cards of your library, where X is the number of card types among other nonland permanents you control. You may play those cards this turn.

Lost Jitte

Lost Jitte

One generic legendary artifact – Equipment – Mythic Rare


Whenever equipped creature deals combat damage, put a charge counter on Lost Jitte.


Remove a charge counter from Lost Jitte: Choose one –

  • Untap target land.
  • Target creature can’t block this turn.
  • Put a +1/+1 counter on equipped creature.

Equip 1 generic.

Lotus Ring

Lotus Ring

Three generic mana artifact – Equipment – Mythic Rare


Indestructible


Equipped creature gets +3/+3 and has vigilance and “Tap, Sacrifice this creature: Add three mana of any one color.”


Equip three generic mana

Sword of Wealth and Power

Sword of Wealth and Power

Three generic artifact – Equipment – Mythic Rare


Equipped creature gets +2/+2 and has protection from instants and from sorceries.


Whenever equipped creature deals combat damage to a player, create a Treasure token. When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.


Equip: two generic mana

Torpor Orb

Torpor Orb

Two generic artifact – Mythic Rare


Creatures entering the battlefield don’t cause abilities to trigger.

Transmutation Font

Transmutation Font

Five generic artifact – Mythic Rare


Tap: Create your choice of a Blood token, a Clue token, or a Food token.


Three generic, tap, sacrifice three artifact tokens with different names: Search your library for an artifact card, put it onto the battlefield, the shuffle. Activate only as a sorcery.

Fomori Vault

Fomori Vault

Land – Mythic Rare


Tap: Add one colorless mana.


Three generic mana, Tap, Discard a card: Look at the top X cards of your library, where X is the number of artifacts you control. Put one of those cards into your hand and the rest on the bottom of your library in a random order.

Tarnation Vista

Tarnation Vista

Land – Mythic Rare


Tarnation Vista enters the battlefield tapped. As it enters, choose a color.


Tap: Add one mana of the chosen color.


One generic mana, Tap: For each color among monocolored permanents you control, add one mana of that color.







Special Guests

Stoneforge Mystic by Livia Prima
Stoneforge Mystic by Livia Prima


The other part of The List are the usual Special Guests. These aren’t Standard-legal, but can be played in the formats they’re normally legal in, or in your limited events for Thunder Junction.



Image

Name

Description

Stoneforge Mystic

Stoneforge Mystic

One generic, one white creature – Kor Artificer – 1/2 – Mythic Rare


When Stoneforge Mystic enters the battlefield, you may search your library for an Equipment card, reveal it, put it into your hand, then shuffle.


One generic, one white, Tap: You may put an Equipment card from your hand onto the battlefield.

Brazen Borrower

Brazen Borrower//Petty Theft


Brazen Borrower


One generic, two blue mana creature – Faerie Rogue – 3/1 – Mythic Rare


Flash


Flying


Brazen Borrower can block only creatures with flying.


Petty Theft


One generic, one blue mana instant – Adventure


Return target nonland permanent an opponent controls to its owner’s hand.

Desertion

Desertion

Three generic, two blue mana instant – Mythic Rare


Counter target spell. If an artifact or creature spell is countered this way, put that card onto the battlefield under your control instead of into its owner’s graveyard.

Morbid Opportunist

Morbid Opportunist

Two generic, one black mana creature – Human Rogue – 1/3 – Mythic Rare


Whenever one or more other creatures die, draw a card. This ability triggers only once each turn.

Port Razer

Port Razer

Three generic, two red mana creature – Orc Pirate – 4/4 – Mythic Rare


Whenever Port Razer deals combat damage to a player, untap each creature you control. After this phase, there is an additional combat phase.


Port Razer can’t attack a player it has already attacked this turn.

Scapeshift

Scapeshift

Two generic, two green mana sorcery – Mythic Rare


Sacrifice any number of lands. Search your library for up to that many land cards, put them onto the battlefield tapped, then shuffle.

Notion Thief

Notion Thief

Two generic, one blue, one black mana creature – Human Rogue – 3/1 – Mythic Rare


Flash


If an opponent would draw a card except the first one they draw in each of their draw steps, instead that player skips that draw and you draw a card.

Mystic Snake

Mystic Snake

One generic, one green, two blue mana creature – Snake – 2/2 – Mythic Rare


Flash


When Mystic Snake enters the battlefield, counter target spell.

Desert

Desert

Land – Desert – Mythic Rare


Tap: Add one colorless mana.


Tap: Desert deals 1 damage to target attacking creature. Activate only during the end of combat step.

Prismatic Vista

Prismatic Vista

Land – Mythic Rare


Tap, Pay 1 life, Sacrifice Prismatic Vista: Search your library for a basic land card, put it onto the battlefield, then shuffle.






Commander

Thunder Junction commander decks


Like most sets these days, Outlaws of Thunder Junction will feature four tie-in
Commander decks
. For the first time, though, the decks will include full-art commander cards as standard, rather than just having extended art versions in Collector boosters.


Most Wanted

Olivia, Opulent Outlaw-1
Olivia, Opulent Outlaw


Outlaws are one of the key mechanics of Thunder Junction, and this deck led by Innistrad’s Olivia Voldaren pulls together Assassins, Mercenaries, Pirates, Rogues, and Warlocks into one, Treasure-token-making gang that gets bigger and bigger over time.






Image

Name

Description

Olivia, Opulent Outlaw

Olivia, Opulent Outlaw

One generic, one red, one white, one black legendary creature – Vampire Assassin – 3/3 – Mythic Rare


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.)


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

Vihaan, Goldwalker

Vihaan, Goldwalker

One red, one white, one black legendary creature – Dwarf Warlock – 3/3 – Mythic Rare


Other outlaws you control have vigilance and haste.


At the beginning of combat on your turn, you may have Treasure you control become 3/3 Construct Assassin artifact creatures in addition to their other types until end of turn.

Angelic Sell-Sword

Angelic Sell-Sword

Four generic, one white mana creature – Angel Mercenary – 4/4 – Rare


Flying, vigilance


Whenever Angelic Sell-Sword or another nontoken creature enters the battlefield under your control, 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 Angelic Sell-Sword attacks, if its power is 6 or greater, draw a card.

We Ride at Dawn

We Ride at Dawn

Two generic, one white mana enchantment – Rare


Legendary creature spells you cast have convoke.

(Your creatures can help cast those spells. Each creature you tap while casting a legendary creature spell pays for one generic mana or one mana of that creature’s color.)


Whenever your commander attacks, 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.”

Back in Twon

Back in Town

X, two generic, one black sorcery – Rare


Return X target outlaw creature cards from your graveyard to the battlefield.

Charred Graverobber

Charred Graverobber

Two generic, one black creature – Skeleton Mercenary – 3/1 – Rare


When Charred Graverobber enters the battlefield, return target outlaw card from your graveyard to your hand.


Escape – Three generic, two black, exilve four other cards from your graveyard.


Charred Graverobber escapes with a +1/+1 counter on it.

Discreet Retreat

Discreet Retreat

Three generic, one black enchantment – Aura – Rare


Enchant land


Enchanted land has “Tap: Add two mana of any one color. SPend this mana only to cast outlaw spells or activate abilities from outlaw sourcers.”

(Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.)


Whenever you cast your first outlaw spell each turn, you draw a card and you lose 1 life.

Dead Before Sunrise

Dead Before Sunrise

Three generic, one red instant – Rare


Until end of turn, outlaw creatures you control get +1/+0 and gain “Tap: This creature deals damage equal to its power to target creature.”

Graywater's Fixer

Graywater’s Fixer

Two generic, one black, one red creature – Lizard Mercenary – 4/4 – Rare


Each outlaw creature card in your graveyard has encore X, where X is its mana value.

(Exile it and pay its encore cost: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)

Bounty Board

Bounty Board

Three generic artifact – Rare


Tap: Add one mana of any color.


One generic, tap: Put a bounty counter on target creature. Activate only as a sorcery.


Whenever a creature with a bounty counter on it does, each of its controller’s opponents draws a card and gains two life.








Quick Draw

Stella Lee, Wild Card by Fajareka Setiawan
Stella Lee, Wild Card by Fajareka Setiawan


Casting multiple spells per turn is the red/blue archetype for Thunder Junction. Stella Lee, Wild Card rewards you for casting two with some impulsive draw, but her big payoff is for the third or greater spell, by letting you copy an instant or sorcery spell for free. That’s about the best reward you can get in Magic, making Stella a potential powerhouse.



Image

Name

Description

Stella Lee, Wild Card

Stella Lee, Wild Card

One blue, one red legendary creature – Human Rogue – 2/4 – Mythic Rare


Whenever you cast your second spell each turn, exile the top card of your library. Until the end of your next turn, you may play that card.


Tap: Copy target instant or sorcery spell you control. You may choose new targets for the copy. Activate only if you’ve cast three or more spells this turn.

Eris, Roar of the Storm

Eris, Roar of the Storm

Eight generic, one blue, one red legendary creature – Elemental Warlock – 4/4 – Mythic Rare


This spell costs two generic less to cast for each different mana value among instant and sorcery cards in your graveyard.


Flying, prowess


Whenever you cast your second spell each turn, create a 4/4 red Dragon Elemental creature token with flying and prowess.

Forger's Foundry

Forger’s Foundry

Two generic, one blue artifact – Rare


Tap: Add one blue mana. When you spend this mana to cast an instant or sorcery spell with mana value 3 or less, you may exile that spell instead of putting it into its owner’s graveyard as it resolves.


Three generic, two blue, Ta: You may cast any number of spells from among cards exiled with Forger’s Foundry without paying their mana costs. Activate only as a sorcery.

Lock and Load

Lock and Load

Two generic, one blue sorcery – Rare


Draw a card, then draw a card for each other instant and sorcery spell you’ve cast this turn.


Plot three generic, one blue

Thunderclap Drake

Thunderclap Drake

One generic, one blue mana creature – Drake – 2/1 – Rare


Flying


Instant and sorcery spells you cast cost one generic mana less to cast.


Two generic, one blue mana, Sacrifice Thunderclap Drake: When you cast your next instant or sorcery spell this turn, copy it for each time you’ve cast your commander from the command zone this game.

Crackling Spellslinger

Crackling Spellslinger

Three generic, two red creature – Human Wizard – 2/2 – Rare


Flash


When Crackling Spellslinger enters the battlefield, if you cast it, the next instant or sorcery spell you cast this turn has storm.

Elemental Eruption

Elemental Eruption

Four generic, two red sorcery – Rare


Create a 4/4 red Dragon Elemental creature token with flying and prowess.


Storm

(When you cast this spell, copy it for each spell cast before it this turn.)

Pyretic Charge

Pyretic Charge

Four generic, one red mana sorcery – Rare


Discard your hand, then draw four cards. For each card discarded this way, creatures you control get +1/+0 until end of turn.


Plot three generic, one red mana

(You may pay three generic, one red mana 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.)

Smoldering Stagecoach

Smoldering Stagecoach

Three generic, one red mana artifact – Vehicle – */5 – Rare


Smoldering Stagecaoch’s power is equal to the number of instant and sorcery cards in your graveyard.


Whenever Smoldering Stagecoach attacks, the next instant spell and the next sorcery spell you cast this turn each have cascade.


Crew 2

Leyline Dowser

Leyline Dowser

Two generic artifact – Rare


One generic, tap: Mill a card. You may put an instant or sorcery card milled this way into your hand.


Tap an untapped legendary creature you control: Untap Leyline Dowser.








Grand Larceny

Gonti, Canny Acquisitor by Anna Podedworna
Gonti, Canny Acquisitor by Anna Podedworna


Heading over from Kaladesh, Gonti loves to surround themselves with the finest things in life. This includes your opponents’ cards, as dealing combat damage lets you steal them off the top of their library and cast them for yourself for cheaper than they could.



Image

Name

Description

Gonti, Canny Acquisitor

Gonti, Canny Acquisitor

Two generic, one black, one green, one blue legendary creature – Aetherborn Rogue – 5/5 – Mythic Rare


Spells you cast but don’t own cost one generic less to cast.


Whenever one or more creatures you control deal combat damage to a player, look at the top card of that player’s library, then exile it face down. You may play that card for as long as it remains exiled, and mana of any type can be spent to cast that spell.

Felix Five-Boots

Felix Five-Boots

Two generic, one black, one green, one blue legendary creature – Ooze Rogue – 5/4 – Mythic Rare


Menace, Ward two generic


If a creature you control dealing combat damage to a player causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.

Arcane Heist

Arcane Heist

Two generic, two blue sorcery – Rare


You may cat target instant or sorcery card from an opponent’s graveyard without paying its mana cost. If that spell would be put into their graveyard, exile it instead.


Cipher

(Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)

Smirking Spelljacker

Smirking Spelljacker

Four generic, one blue mana creature – Djinn Wizard Rogue – 3/3 – Rare


Flash


Flying


When Smirking Spelljacker enters the battlefield, exile target spell an opponent controls.


Whenever Smirking Spelljacker attacks, if a card is eixled with it, you may cast the exiled card without paying its mana cost.

Heartless Conscription

Heartless Conscription

Six generic, two black sorcery – Rare


Exile all creatures. For each card exiled this way, you may play that card for as long as it remains exiled, and mana of any type can be spent to cast that spell. Exile Heartless Conscription.

Orochi Soul-Reaver

Orochi Soul-Reaver

Five generic, one black mana creature – Snake Ninja Rogue – 5/4 – Rare


Ninjitsu three generic, one black mana

(Three generic, one black mana, Return an ublocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)


Whenever one or more creatures you control deal combat damage to a player, create a Treasure token and manifest the top card of that player’s library.

(Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it’s a creature card.)

Thieving Varmint

Thieving Varmint

One generic, one black mana creature – Varmint – 2/1 – Rare


Deathtouch, lifelink


Tap, Pay 1 life: Add two mana of any one color. Spend this mana only to cast spells you don’t own.

Savvy Trader

Savvy Trader

Three generic, one green mana creature – Human Citizen – 3/3 – Rare


When Savvy Trader enters the battlefield, exile target permanent card from your graveyard. You may play that card for as long as it remains exiled.


Spells you cast from anywhere other than your hand cost one generic mana less to cast.

Tower Winder

Tower Winder

One generic, one green mana creature – Snake – 1/1 – Rare


Reach, deathtouch


When Tower Winder enters the battlefield, search your library and/or graveyard for a card named Command Tower, reveal it, and put it into your hand. If you search your library this way, shuffle.

Dream-Thief's Bandana

Dream-Thief’s Bandana

Two generic artifact – Equipment – Rare


Whenever equipped creature deals combat damage to a player, look at the top card of their library, then exile it face down. For as long as it remains exiled, you may play it, and mana of any type can be spent to cast that spell.


Equip: One generic








Desert Bloom

Yuma, Proud Protector by Matt Stewart
Yuma, Proud Protector by Matt Stewart


Desert commanders are far and few between, but Yuma helps expand the archetype by focusing not just on them, but also on other types of lands in your graveyard. Self-mill, sacrifice strategies, and Desert kindred all fit nicely under Yuma, and the result is a huge army of Plant Warriors ready to strike.



Image

Name

Description

Yuma, Proud Protector

Yuma, Proud Protector

Five generic, one red, one green, one white legendary creature – Human Ranger – 6/6 – Mythic Rare


This spell costs one generic less to cast for each land card in your graveyard.


Whenever Yuma, Proud Protector enters the battlefield or attacks, you may sacrifice a land. If you do, draw a card.


Whenever a Desert card is put into your graveyard from anywhere, create a 4/2 green Plant Warrior creature token with reach.

Kirri, Talented Sprout

Kirri, Talented Sprout

One generic, one red, one green, one white legendary creature – Plant Druid – 0/3 – Mythic Rare


Other Plants and Treefolk you control get +2/+0.


At the beginning of your postcombat main phase, return target Plant, Treefolk, or land card from your graveyard to your hand.

Angel of Indemnity

Angel of Indemnity

Five generic, one white mana creature – Angel Warrior – 5/5 – Rare


Flying, lifelink


When Angel of Indemnity enters the battlefield, return target permanent card with mana value 4 or less from your graveyard to the battlefield.


Encore six generic, two white mana

(Six generic, two white mana, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)

Sand Scout

Sand Scout

One generic, one white mana creature – Human Scout – 2/2 – Rare


When Sand Scout enters the battlefield, if an opponent controls more lands than you, search your library for a Desert card, put it onto the battlefield tapped, then shuffle.


Whenever one or more land cards are put into your graveyard from anywhere, create a 1/1 red, green, and white Sand Warrior creature token. This ability triggers only once each turn.

Dead Before Sunrise

Cataclysmic Prospecting

X, two red sorcery – Rare


Cataclysmic Prospecting deals X damage to each creature. For each mana from a Desert spent to cast this spell, create a tapped Treasure token.

Embrace the Unknown

Embrace the Unknown

Two generic, one red sorcery – Rare


Exile the top two cards of your library. Until the end of your next turn, you may play those cards.


Retrace

(You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)

Dune Chanter

Dune Chanter

Two generic, one green creature – Plant Druid – 2/3 – Rare


Reach


Lands you control and land cards you own that aren’t on the battlefield are Deserts in addition to their other types.


Lands you control have “Tap: Add one mana of any color.”


Tap: Mill two cards. You gain 1 life for each land card milled this way.

Rumbleweed

Rumbleweed

Ten generic, one green mana creature – Plant Elemental – 8/8 – Rare


This spell costs one generic mana less to cast for each land card in your graveyard.


Vigilance, reach, trample


When Rumbleweed enters the battlefield, other creatures you control get +3/+3 and gain trample until end of turn.

Vengeful Regrowth

Vengeful Regrowth

Four generic, two green mana sorcery – Rare


Return up to three target land cards from your graveyard to the battlefield tapped. Create that many 4/2 green Plant Warrior creature tokens with reach.


Flashback six generic, two green mana

(You may cast this card from your graveyard for its flashback cost. Then exile it.)

Cactus Preserve

Cactus Preserve

Land – Desert – Rare


Cactus Preserve enters the battlefield tapped.


Tap: Add one mana of any type that a land you control could produce.


Three generic: Until end of turn, Cactus Preserve becomes a X/X green Plant creature with reach, where X is the greatest mana value among your commanders. It’s still a land.









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