A few years ago, a set likeMagic: The Gathering’sOutlaws 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.

Plains by Sergey Glushakov

White

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?

Description

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.

Another Round

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.

Archangel of Tithes

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.)

Armored Armadillo

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

Aven Interrupter

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

Flash

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.

Aven Interrupter

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.

Bounding Felidar

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

One generic, one white instant - Uncommon

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

Bovine Intervention

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.

Claim Jumper

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

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.

Bridled Bighorn

Dust Animus

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

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

Claim Jumper

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.)

One generic, one white sorcery - Common

Dust Animus

One white mana instant - Mythic Rare

Spree(Choose one or more additional costs.)

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

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.

One white instant - Uncommon

Spee(Choose one or more additional costs.)

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

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

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

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

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

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.

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

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

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.

Two generic, one white sorcery - Rare

Outlaw Medic

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

When Outlaw Medic dies, draw a card.

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

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.)

One white mana sorcery - Uncommon

One white mana instant - Uncommon

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

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

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

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

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

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

Sterling Supplier

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

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

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

Two generic, one white mana artifact - Equipment - Uncommon

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

Equip: two generic mana

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.)

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

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

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

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.

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

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

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

Daring Thunder-Thief enters the battlefield tapped.

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

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

Plot three generic, one blue

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

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

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

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

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

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

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

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

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

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

One blue creature - Brid - 1/1 - Common

When Harrier Strix enters the battlefield, tap target permanent.

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

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.

One blue sorcery - Common

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.

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.)

One blue instant - Uncommon

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

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

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.

One blue mana instant - Common

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

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

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

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.)

Two blue sorcery - Uncommon

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

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

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

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

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

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

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

Three generic, one blue mana enchantment - Aura - Common

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

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

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

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.

One blue mana instant - Rare

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 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?

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

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

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

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

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

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

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

Two generic, two black instant - Common

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

Corrupted Conviction

One black instant - Common

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

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

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

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

Fake Your Own Death

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.")

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

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

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.

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.

One black mana sorcery - Rare

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.

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

Two generic, one black instant - Uncommon

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

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

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

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

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

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

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

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

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

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

Flying, lifelink

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

One generic, two black mana sorcery - Rare

Servant of the Stinger

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

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

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

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

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

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

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

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.")

One black instant - Uncommon

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

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

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

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.

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

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.

Caught in the Crossfire

Two generic, two red instant - Uncommon

Cunning Coyote

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

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

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

Reach

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

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

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.

One red instant - Common

Ferocification

Two generic, one red enchantment - Uncommon

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

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

One red instant - Rare

Spree(Choose one or more additional costs)

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

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

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

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

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

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

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

Longhorn Sharpshooter

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

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

Plot: three generic, one red.

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

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

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

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

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

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

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

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

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.

Two red mana instant - Uncommon

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

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.

Two red mana sorcery - Uncommon

Scorching Shot deals 5 damage to target creature.

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

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

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

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

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

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

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

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

Aloe Alchemist

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

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.)

One green creature - Snake - 1/1 - Common

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

Four generic, two green instant - Uncommon

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

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

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

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

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

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

Colossal Rattlewurm

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

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

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

One generic, one green sorcery - Common

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Three generic, one green mana enchantment - Aura - Common

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

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.)

One green instant - Rare

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.)

Spinewoods Armadillo

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

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

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

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

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.

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.

One green mana instant - Uncommon

Tumbleweed Rising

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

Voracious Varmint

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

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

Multicolor

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.

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

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

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

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

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

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

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

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

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.

Two black, two red legendary creature - Scorpion Dragon Rogue

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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.

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

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.

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

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

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 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

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

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

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

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

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

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.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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 -

Colorless

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.

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.)

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

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.

Two generic artifact - Equipment - Common

Equip: one generic

Lavaspur Boots

One generic artifact - Equipment - Uncommon

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

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

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.

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

Redrock Sentinel

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

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

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

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

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

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

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.

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

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

Tap: Add one green or one blue.

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.

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

Tap: Add one white or one black.

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 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 enters the battlefield tapped.

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

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

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 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 enters the battlefield tapped.

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

Mirage Mesa

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

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

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

Breaking News

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.

Four generic, one white sorcery - Rare

Fierce Retribution

Cleave: five generic, one white(You may cast this spell for its cleave cost. If you do, remove the words in square backets.)

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.

Five generic, one white enchantment - Mythic Rare

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.

Two generic, one white enchantment - Aura - Rare

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

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

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.

Three blue instant - Rare

Choose one —

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

Two blue instant - Uncommon

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

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

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.

Two generic, one blue instant - Uncommon

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.

One generic, two black instant - Uncommon

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

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

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

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.

Collective Defiance

One generic, two red mana sorcery - Rare

Escalate one generic mana(Pay this cost for each mode chosen beyond the first.)

Choose one or more — • Target player discards all the cards in their hand, then draws that many cards. • Collective Defiance deals 4 damage to target creature. • Collective Defiance deals 3 damage to target opponent or planeswalker.

Crackle with Power

X generic, X generic, X generic, two red mana sorcery - Mythic Rare

Crackle with Power deals five times X damage to each of up to X targets.

Electrodominance

X generic, two red mana instant - Rare

Electrodominance deals X damage to any target. You may cast a spell with mana value X or less from your hand without paying its mana cost.

Fling

One generic, one red mana instant - Uncommon

Fling deals damage equal to the sacrificed creature’s power to any target.

Indomitable Creativity

X generic, three red mana sorcery - Mythic Rare

Destroy X target artifacts and/or creatures. For each permanent destroyed this way, its controller reveals cards from the top of their library until an artifact or creature card is revealed and exiles that card. Those players put the exiled cards onto the battlefield, then shuffle.

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.)

One generic, one red mana instant - Rare

Skullcrack deals 3 damage to target player or planeswalker.

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.

Force of Vigor

Two generic, two green mana instant - Mythic Rare

If it’s not your turn, you may exile a green card from your hand rather than pay this spell’s mana cost.

Pest Infestation

X generic, X generic, one green mana sorcery - Rare

Destroy up to X target artifacts and/or enchantments. Create twice X 1/1 black and green Pest creature tokens with “When this creature dies, you gain 1 life.”

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.

Destroy target creature with flying.

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

Detention Sphere

One generic, one white, one blue mana enchantment - Rare

When Detention Sphere enters the battlefield, you may exile target nonland permanent not named Detention Sphere and all other permanents with the same name as that permanent.

When Detention Sphere leaves the battlefield, return the exiled cards to the battlefield under their owner’s control.

Fractured Identity

Three generic, one white, one blue mana sorcery - Mythic Rare

Exile target nonland permanent. Each player other than its controller creates a token that’s a copy of it.

Hindering Light

One white, one blue mana instant - Uncommon

Counter target spell that targets you or a permanent you control.

Siphon Insight

One blue, one black mana instant - Rare

Look at the top two cards of target opponent’s library. Exile one of them face down and put the other on the bottom of that library. You may look at and play the exiled card for as long as it remains exiled, and you may spend mana as though it were mana of any color to cast that spell.

Flashback one generic, one blue, one black mana

Tyrant’s Scorn

One blue, one black mana instant - Uncommon

Choose one — • Destroy target creature with mana value 3 or less. • Return target creature to its owner’s hand.

Two black, one red mana instant - Rare

Destroy target artifact, creature, or planeswalker.

Two generic, one black, one red mana sorcery - Uncommon

Destroy target creature.

Madness one black, one red mana(If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)

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

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

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

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

Humiliate

One white, one black mana sorcery - Uncommon

Target opponent reveals their hand. You choose a nonland card from it. That player discards that card. Put a +1/+1 counter on a creature you control.

One white, one black instant - Rare

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.

Ionize

One generic, one blue, one red mana instant - Rare

Counter target spell. Ionize deals 2 damage to that spell’s controller.

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.

Back For More

Four generic, one black, one green mana instant - Uncommon

Return target creature card from your graveyard to the battlefield. When you do, it fights up to one target creature you don’t control.(Each deals damage equal to its power to the other.)

Outlaws' Merriment

One generic, one red, two white mana enchantment - Rare

At the beginning of your upkeep, choose one at random. Create a red and white creature token with those characteristics. • 3/1 Human Warrior with trample and haste. • 2/1 Human Cleric with lifelink and haste. • 1/2 Human Rogue with haste and “When this creature enters the battlefield, it deals 1 damage to any target.”

Ride Down

One red, one white mana instant - Uncommon

Destroy target blocking creature. Creatures that were blocked by that creature this combat gain trample until end of turn.

One green, one blue instant - Uncommon

Oko, Thief of Crowns

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

Voidslime

One green, two blue mana instant - Rare

Counter target spell, activated ability, or triggered ability.(Mana abilities can’t be targeted.)

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.

One white, one blue, one black mana instant - Rare

Cruel Ultimatum

Two blue, three black, two red mana sorcery - Rare

Target opponent sacrifices a creature, discards three cards, then loses 5 life. You return a creature card from your graveyard to your hand, draw three cards, then gain 5 life.

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.

Contagion Engine

Six generic mana artifact - Mythic Rare

When Contagion Engine enters the battlefield, put a -1/-1 counter on each creature target player controls.

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.

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.

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

The Big Score

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.

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

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.

Oltec Matterweaver

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

Whenever you cast a creature spell, choose one -

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

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, 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

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

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

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

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

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

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

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 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

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

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

Four generic, one red artifact - Mythic Rare

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

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.

Bristlebud Farmer

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

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

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

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

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

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.

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

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

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 -

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

Nexus of Becoming

At the beginning of combat on your turn, draw a card. Then you may exile an artifact or creature card from your hand. If you do, create a token that’s a copy of the exiled card, except it’s a 3/3 Golem artifact creature in addition to its other types.

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.

Two generic artifact - Mythic Rare

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.

Land - Mythic Rare

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 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

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.

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//Petty Theft

Brazen Borrower

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

Petty Theft

One generic, one blue mana instant - Adventure

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

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

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

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

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

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

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

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

Land - Desert - Mythic Rare

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

Prismatic Vista

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

Commander

Like most sets these days, Outlaws of Thunder Junction will feature four tie-inCommander 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

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.

Olivia, Opulent Outlaw

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

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

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

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

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

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 Town

X, two generic, one black sorcery - Rare

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

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.

Three generic, one black enchantment - Aura - Rare

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

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

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.)

Three generic artifact - Rare

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.

Vault of the Archangel

Witch of the Moors

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.

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

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

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

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.

Thunderclap Drake

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

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

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

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

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

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

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.

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.

Curse of the Swine

Young Pyromancer

Grand Larceny

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.

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

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

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

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

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

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

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

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

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

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

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.

Sage of the Beyond

Yavimaya Coast

Desert Bloom

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.

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

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

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

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

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.

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

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

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

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

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

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.)

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.

Angel of the Ruins

Descend upon the Sinful

Desert of the Fervent

Desert of the Indomitable

Desert of the True

Dunes of the Dead

Escape to the Wilds

Return of the Wildspeaker

Wreck and Rebuild