Outlaws of Thunder Junction Promos

POTJ · 160 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.

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
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
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
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
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
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
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
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.

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
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
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.

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.

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.

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.

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
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
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.

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
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
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
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
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
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
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

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

Step Between Worlds
Sorcery

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

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.)

Step Between Worlds
Sorcery

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

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.)

Stoic Sphinx
Creature — Sphinx

Flash

Flying

This creature has hexproof as long as you haven't cast a spell this turn.

Lucky travelers reported a mighty winged creature among the geysers. Unlucky ones didn't make it back.

5/3
Stoic Sphinx
Creature — Sphinx

Flash

Flying

This creature has hexproof as long as you haven't cast a spell this turn.

Lucky travelers reported a mighty winged creature among the geysers. Unlucky ones didn't make it back.

5/3
Three Steps Ahead
Instant

Spree (Choose one or more additional costs.)

+ — Counter target spell.

+ — Create a token that's a copy of target artifact or creature you control.

+ — Draw two cards, then discard a card.

She'd planned for every eventuality, with the obvious exception of failure.

Three Steps Ahead
Instant

Spree (Choose one or more additional costs.)

+ — Counter target spell.

+ — Create a token that's a copy of target artifact or creature you control.

+ — Draw two cards, then discard a card.

She'd planned for every eventuality, with the obvious exception of failure.

Caustic Bronco
Creature — Snake Horse Mount

Whenever this creature 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 this creature 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.)

2/2
Caustic Bronco
Creature — Snake Horse Mount

Whenever this creature 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 this creature 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.)

2/2
Gisa, the Hellraiser
Legendary Creature — Human Warlock

Ward, Pay 2 life.

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

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

4/4
Gisa, the Hellraiser
Legendary Creature — Human Warlock

Ward, Pay 2 life.

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

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

4/4
Insatiable Avarice
Sorcery

Spree (Choose one or more additional costs.)

+ — Search your library for a card, then shuffle and put that card on top.

+ — Target player draws three cards and loses 3 life.

Akul didn't know what lay inside Tarnation's great vault, but the mystery fueled his obsession.

Insatiable Avarice
Sorcery

Spree (Choose one or more additional costs.)

+ — Search your library for a card, then shuffle and put that card on top.

+ — Target player draws three cards and loses 3 life.

Akul didn't know what lay inside Tarnation's great vault, but the mystery fueled his obsession.

Kaervek, the Punisher
Legendary Creature — Human Warlock

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 2 life. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime. Copies of permanent spells become tokens.)

3/3
Kaervek, the Punisher
Legendary Creature — Human Warlock

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 2 life. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime. Copies of permanent spells become tokens.)

3/3
Pitiless Carnage
Sorcery

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

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.)

Akul saw his Hellspur followers as little more than ammunition to be expended.

Pitiless Carnage
Sorcery

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

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.)

Akul saw his Hellspur followers as little more than ammunition to be expended.

Rush of Dread
Sorcery

Spree (Choose one or more additional costs.)

+ — Target opponent sacrifices half the creatures they control of their choice, rounded up.

+ — Target opponent discards half the cards in their hand, rounded up.

+ — Target opponent loses half their life, rounded up.

Rush of Dread
Sorcery

Spree (Choose one or more additional costs.)

+ — Target opponent sacrifices half the creatures they control of their choice, rounded up.

+ — Target opponent discards half the cards in their hand, rounded up.

+ — Target opponent loses half their life, rounded up.

Tinybones Joins Up
Legendary Enchantment

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

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

It was going to be the greatest heist of his unlife.

Tinybones Joins Up
Legendary Enchantment

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

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

It was going to be the greatest heist of his unlife.

Tinybones, the Pickpocket
Legendary Creature — Skeleton Rogue

Deathtouch

Whenever Tinybones 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.

1/1
Tinybones, the Pickpocket
Legendary Creature — Skeleton Rogue

Deathtouch

Whenever Tinybones 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.

1/1
Vadmir, New Blood
Legendary Creature — Vampire Rogue

Whenever you commit a crime, put a +1/+1 counter on Vadmir. 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.

2/2
Vadmir, New Blood
Legendary Creature — Vampire Rogue

Whenever you commit a crime, put a +1/+1 counter on Vadmir. 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.

2/2
Calamity, Galloping Inferno
Legendary Creature — Horse Mount

Haste

Whenever Calamity 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

4/6
Calamity, Galloping Inferno
Legendary Creature — Horse Mount

Haste

Whenever Calamity 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

4/6
Great Train Heist
Instant

Spree (Choose one or more additional costs.)

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

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

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

Great Train Heist
Instant

Spree (Choose one or more additional costs.)

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

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

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

Hell to Pay
Sorcery

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.

For years afterward, lucky explorers who found the cave could chip gold fragments off the rocky walls.

Hell to Pay
Sorcery

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.

For years afterward, lucky explorers who found the cave could chip gold fragments off the rocky walls.