Outlaws of Thunder Junction

OTJ · 374 cards · Released

Another Round
Sorcery

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

Weary travelers trade stories of the Eversaloon, an extraplanar respite that appears at the moment it is most needed.

Archangel of Tithes
Creature — Angel

Flying

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

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

3/5
Armored Armadillo
Creature — Armadillo

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

: This creature gets +X/+0 until end of turn, where X is its toughness.

"I always wanted to ride a slow cannonball with legs!"

—Kellan

0/4
Aven Interrupter
Creature — Bird Rogue

Flash

Flying

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

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

2/2
Bounding Felidar
Creature — Cat Beast Mount

Whenever this creature 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.)

4/7
Bovine Intervention
Instant

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

No one could prove the ox did it, but no one tried to harness it again either.

Bridled Bighorn
Creature — Sheep Mount

Vigilance

Whenever this creature 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.)

3/4
Claim Jumper
Creature — Rabbit Mercenary

Vigilance

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

3/3
Dust Animus
Creature — Spirit

Flying

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

Plot (You may pay 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.)

2/3
Eriette's Lullaby
Sorcery

Destroy target tapped creature. You gain 2 life.

When Kellan questioned her, Eriette reminded him that she'd been asked only to put the guard to sleep—the request said nothing about waking up.

Final Showdown
Instant

Spree (Choose one or more additional costs.)

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

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

+ — Destroy all creatures.

Fortune, Loyal Steed
Legendary Creature — Beast Mount

When Fortune enters, scry 2.

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

Saddle 1

2/4
Frontier Seeker
Creature — Human Scout

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

2/1
Getaway Glamer
Instant

Spree (Choose one or more additional costs.)

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

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

As the vault collapsed around them, Kellan made sure Akul couldn't follow them out.

High Noon
Enchantment

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

, Sacrifice this enchantment: It deals 5 damage to any target.

They both knew only one of them would walk away.

Holy Cow
Creature — Ox Angel

Flash

Flying

When this creature enters, you gain 2 life and scry 1. (Look at the top card of your library. You may put that card on the bottom.)

After it passed by, the rancher swore she saw hope shining in the pigs' eyes.

2/2
Inventive Wingsmith
Creature — Dwarf Artificer

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

"We must forge for ourselves the gifts that nature neglected to give us."

2/4
Lassoed by the Law
Enchantment

When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.

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

Mystical Tether
Enchantment

You may cast this spell as though it had flash if you pay more to cast it.

When this enchantment enters, exile target artifact or creature an opponent controls until this enchantment leaves the battlefield.

Kellan had no plan. He simply poured his focus into the train and willed it to stop.

Nurturing Pixie
Creature — Faerie Rogue

Flying

When this creature enters, 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 this creature.

"Count yourself lucky I came upon you. This is not a world of second chances."

1/1
Omenport Vigilante
Creature — Human Mercenary

This creature has double strike as long as you've committed a crime this turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)

Freestriders took to patrolling near the Omenpaths, protecting new arrivals from the robbers and charlatans prowling for easy marks.

2/2
One Last Job
Sorcery

Spree (Choose one or more additional costs.)

+ — Return target creature card from your graveyard to the battlefield.

+ — Return target Mount or Vehicle card from your graveyard to the battlefield.

+ — Return target Aura or Equipment card from your graveyard to the battlefield attached to a creature you control.

Outlaw Medic
Creature — Human Rogue

Lifelink

When this creature dies, draw a card.

"What are you gonna do, walk a hundred miles for a second opinion?"

1/3
Prairie Dog
Creature — Squirrel

Lifelink

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 this creature.

: 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.

2/2
Prosperity Tycoon
Creature — Human Noble

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

, Sacrifice a token: This creature gains indestructible until end of turn. Tap it. (Damage and effects that say "destroy" don't destroy it.)

4/2
Requisition Raid
Sorcery

Spree (Choose one or more additional costs.)

+ — Destroy target artifact.

+ — Destroy target enchantment.

+ — Put a +1/+1 counter on each creature target player controls.

The Freestriders believe in liberation, in all its many forms.

Rustler Rampage
Instant

Spree (Choose one or more additional costs.)

+ — Untap all creatures target player controls.

+ — Target creature gains double strike until end of turn.

"Release the cows!"

Shepherd of the Clouds
Creature — Pegasus

Flying, vigilance

When this creature enters, 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.

It catches those who are not ready to fall.

4/3
Sheriff of Safe Passage
Creature — Human Knight

This creature enters with a +1/+1 counter on it plus an additional +1/+1 counter on it for each other creature you control.

Plot (You may pay 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.)

0/0
Stagecoach Security
Creature — Human Soldier

When this creature enters, creatures you control get +1/+1 and gain vigilance until end of turn.

Plot (You may pay 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.)

4/5
Steer Clear
Instant

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.

"Just because you can saddle a critter, doesn't mean it'll let you ride."

—Annie Flash

Sterling Keykeeper
Creature — Human Mercenary

, : Tap target non-Mount creature.

"If you don't want to tell me where the stash is, you'd best start getting comfy in there. You just let me know when you've changed your mind."

2/2
Sterling Supplier
Creature — Bird Soldier

Flying

When this creature enters, put a +1/+1 counter on another target creature you control.

The Sterling Company can always rely on him to bring the thunder.

3/4
Take Up the Shield
Instant

Put a +1/+1 counter on target creature. It gains lifelink and indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)

The frontier was an anvil on which many an unlikely hero would be forged.

Thunder Lasso
Artifact — Equipment

When this Equipment enters, attach it to target creature you control.

Equipped creature gets +1/+1.

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

Equip

Trained Arynx
Creature — Cat Beast Mount

Whenever this creature 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.)

3/1
Vengeful Townsfolk
Creature — Human Citizen

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

"The Sterling Company says they protect us, but where are they when the Hellspurs burn half the town? Counting their vaults!"

3/3
Wanted Griffin
Creature — Griffin

Flying

When this creature dies, create a 1/1 red Mercenary creature token with ": Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery."

Many a would-be captor has gotten close enough to count its feathers, only to be left behind with nothing but regret and a dangling rope.

3/2
Archmage's Newt
Creature — Salamander Mount

Whenever this creature 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 until end of turn instead if this creature is saddled. (You may cast that card from your graveyard for its flashback cost. Then exile it.)

Saddle 3

2/2
Canyon Crab
Creature — Crab

: This creature 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.

They cluster near shallow river crossings, blending into the rocks, waiting for unsuspecting travelers to step within range of their claws.

0/5
Daring Thunder-Thief
Creature — Turtle Rogue

Flash

This creature enters tapped.

It's amazing how many sticky situations you can get out of simply by being ten times faster than anyone expects.

4/4
Deepmuck Desperado
Creature — Homarid Mercenary

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

"Heard you've been horning in on my turf. How about I introduce you to some surf?"

2/4
Djinn of Fool's Fall
Creature — Djinn

Flying

Plot (You may pay 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.)

No one knew if the waterfall was a natural wonder the djinn guarded or if he'd conjured it to hide something even greater.

4/3
Double Down
Enchantment

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

The best alibi is being in multiple places at the same time.

Duelist of the Mind
Creature — Human Advisor

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.

Nathan Steuer, World Champion XXVIII

*/3
Emergent Haunting
Enchantment

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

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

Failed Fording
Instant

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

"We should have taken the blasted ferry!"

—Hope Hagan, prospector

Fblthp, Lost on the Range
Legendary Creature — Homunculus

Ward

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

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

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

1/1
Fleeting Reflection
Instant

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

"You're not mad I pulled a little prank. You're just mad you fell for it."

—Oko, to Annie Flash

Geralf, the Fleshwright
Legendary Creature — Human Warlock

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

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

2/3
Geyser Drake
Creature — Drake

Flying

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

As mating season approaches, drakes dive through scalding geysers, revealing the brightly colored scales hidden beneath layers of dust.

2/3
Harrier Strix
Creature — Bird

Flying

When this creature enters, tap target permanent.

: Draw a card, then discard a card.

It can see in both darkness and daylight, but it hunts best when thunder growls in the sky.

1/1
Jailbreak Scheme
Sorcery

Spree (Choose one or more additional costs.)

+ — Put a +1/+1 counter on target creature. It can't be blocked this turn.

+ — Target artifact or creature's owner puts it on their choice of the top or bottom of their library.

Satoru insisted he was just about to free himself.

The Key to the Vault
Legendary Artifact — Equipment

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

Loan Shark
Creature — Shark Rogue

When this creature enters, if you've cast two or more spells this turn, draw a card.

Plot (You may pay 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.)

3/4
Marauding Sphinx
Creature — Sphinx Rogue

Flying, vigilance, ward

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.)

She poses a riddle to each mark, allowing them a chance to keep their goods. Thus far, none have succeeded.

3/5
Metamorphic Blast
Instant

Spree (Choose one or more additional costs.)

+ — Until end of turn, target creature becomes a white Rabbit with base power and toughness 0/1.

+ — Target player draws two cards.

Rundo's craving for revenge was replaced by a craving for vegetables.

Nimble Brigand
Creature — Human Rogue

This creature 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 this creature deals combat damage to a player, draw a card.

The hard part wasn't sneaking aboard. It was safely exiting with Slickshot flair.

1/3
Outlaw Stitcher
Creature — Human Warlock

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

Plot (You may pay 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.)

1/4
Peerless Ropemaster
Creature — Human Rogue

When this creature enters, return up to one target tapped creature to its owner's hand.

"Murder someone and you'll have a gaggle of folks lining up for revenge. Humiliate them, and they won't dare bother you again."

4/4