29661 cards found
Smuggler's Surprise

Smuggler's Surprise {G}

Instant
Spree
+ {2} — Mill four cards. You may put up to two creature and/or land cards from among the milled cards into your hand.
+ {4}{G} — You may put up to two creature cards from your hand onto the battlefield.
+ {1} — Creatures you control with power 4 or greater gain hexproof and indestructible until end of turn.
  • Outlaws of Thunder Junction 180 345
Spinewoods Armadillo

Spinewoods Armadillo {4}{G}{G}

Creature - Armadillo
Reach
Ward {3}
{1}{G}, 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 3 life.
7/7
  • Outlaws of Thunder Junction
Spinewoods Paladin

Spinewoods Paladin {4}{G}

Creature - Human Knight
Trample
When Spinewoods Paladin enters the battlefield, you gain 3 life.
Plot {3}{G}
5/4
  • Outlaws of Thunder Junction
Stubborn Burrowfiend

Stubborn Burrowfiend {1}{G}

Creature - Badger Beast Mount
Whenever Stubborn Burrowfiend becomes saddled for the first time each turn, mill two cards, then Stubborn Burrowfiend gets +X/+X until end of turn, where X is the number of creature cards in your graveyard.
Saddle 2
2/2
  • Outlaws of Thunder Junction
Throw from the Saddle

Throw from the Saddle {1}{G}

Sorcery
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.
"A little kindness would've carried you a lot farther than those spurs."
—Miriam, herd whisperer
  • Outlaws of Thunder Junction
Trash the Town

Trash the Town {G}

Instant
Spree
+ {2} — Put two +1/+1 counters on target creature.
+ {1} — Target creature gains trample until end of turn.
+ {1} — Until end of turn, target creature gains "Whenever this creature deals combat damage to a player, draw two cards."
  • Outlaws of Thunder Junction
Tumbleweed Rising

Tumbleweed Rising {1}{G}

Sorcery
Create an X/X green Elemental creature token, where X is the greatest power among creatures you control.
Plot {2}{G}
When weeds tumble against the wind, run.
  • Outlaws of Thunder Junction
Voracious Varmint

Voracious Varmint {1}{G}

Creature - Varmint
Vigilance
{1}, Sacrifice Voracious Varmint: Destroy target artifact or enchantment.
"A varmint's diet consists of anything it can fit into its mouth and a surprising number of things it can't."
—Doc Aurlock
2/2
  • Outlaws of Thunder Junction
Akul the Unrepentant

Akul the Unrepentant {B}{B}{R}{R}

Legendary Creature - Scorpion Dragon Rogue
Flying, trample
Sacrifice three other creatures: You may put a creature card from your hand onto the battlefield. Activate only as a sorcery and only once each turn.
Crackling with rage and stolen thunder, he drives the Hellspurs to ever-greater heights of violence.
5/5
  • Outlaws of Thunder Junction 189 346
Annie Flash, the Veteran

Annie Flash, the Veteran {3}{R}{G}{W}

Legendary Creature - Human Rogue
Flash
When Annie Flash, the Veteran enters the battlefield, if you cast it, return target permanent card with mana value 3 or less from your graveyard to the battlefield tapped.
Whenever Annie Flash becomes tapped, exile the top two cards of your library. You may play those cards this turn.
4/5
  • Outlaws of Thunder Junction 190 291
Annie Joins Up

Annie Joins Up {1}{R}{G}{W}

Legendary Enchantment
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.
One last job, then she could retire in peace.
  • Outlaws of Thunder Junction 191 347
Assimilation Aegis

Assimilation Aegis {1}{W}{U}

Artifact - Equipment
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 {2}
  • Outlaws of Thunder Junction 192 348
At Knifepoint

At Knifepoint {1}{B}{R}

Enchantment
As long as it's your turn, outlaws you control have first strike.
Whenever you commit a crime, create a 1/1 red Mercenary creature token with "{T}: Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery." This ability triggers only once each turn.
  • Outlaws of Thunder Junction
Badlands Revival

Badlands Revival {3}{B}{G}

Sorcery
Return up to one target creature card from your graveyard to the battlefield. Return up to one target permanent card from your graveyard to your hand.
The cactusfolk were a young culture, but they already knew the pains of death and joys of birth.
  • Outlaws of Thunder Junction
Baron Bertram Graywater

Baron Bertram Graywater {2}{W}{B}

Legendary Creature - Vampire Noble
Whenever one or more tokens enter the battlefield under your control, create a 1/1 black Vampire Rogue creature token with lifelink. This ability triggers only once each turn.
{1}{B}, Sacrifice another creature or artifact: Draw a card.
"Of course the law's on my side. I wrote it."
3/4
  • Outlaws of Thunder Junction
Bonny Pall, Clearcutter

Bonny Pall, Clearcutter {3}{G}{U}{U}

Legendary Creature - Giant Scout
Reach
When Bonny Pall, Clearcutter enters the battlefield, create Beau, a legendary blue Ox creature token with "This creature's power and toughness are each equal to the number of lands you control."
Whenever you attack, draw a card, then you may put a land card from your hand or graveyard onto the battlefield.
6/5
  • Outlaws of Thunder Junction 196 349
Breeches, the Blastmaker

Breeches, the Blastmaker {1}{U}{R}

Legendary Creature - Goblin Pirate
Menace
Whenever you cast your second spell each turn, you may sacrifice an artifact. If you do, flip a coin. When you win the flip, copy that spell. You may choose new targets for the copy. When you lose the flip, Breeches, the Blastmaker deals damage equal to that spell's mana value to any target.
3/3
  • Outlaws of Thunder Junction 197 292
Bruse Tarl, Roving Rancher

Bruse Tarl, Roving Rancher {2}{R}{W}

Legendary Creature - Human Warrior
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.
"I find a world where the herds finally listen to me, but now the plants have an attitude?"
4/3
  • Outlaws of Thunder Junction 198 350
Cactusfolk Sureshot

Cactusfolk Sureshot {2}{R}{G}

Creature - Plant Mercenary
Reach
Ward {2}
At the beginning of combat on your turn, other creatures you control with power 4 or greater gain trample and haste until end of turn.
4/4
  • Outlaws of Thunder Junction
Congregation Gryff

Congregation Gryff {1}{G}{W}

Creature - Hippogriff Mount
Flying, lifelink
Whenever Congregation Gryff attacks while saddled, it gets +X/+X until end of turn, where X is the number of Mounts you control.
Saddle 3
1/4
  • Outlaws of Thunder Junction
Doc Aurlock, Grizzled Genius

Doc Aurlock, Grizzled Genius {G}{U}

Legendary Creature - Bear Druid
Spells you cast from your graveyard or from exile cost {2} less to cast.
Plotting cards from your hand costs {2} less.
"Learning stops only when you close your mind off to wonder."
2/3
  • Outlaws of Thunder Junction
Eriette, the Beguiler

Eriette, the Beguiler {1}{W}{U}{B}

Legendary Creature - Human Warlock
Lifelink
Whenever an Aura you control becomes attached to a nonland permanent an opponent controls with mana value less than or equal to that Aura's mana value, gain control of that permanent for as long as that Aura is attached to it.
"Your dreams and mine will soon align."
4/4
  • Outlaws of Thunder Junction 202 293
Ertha Jo, Frontier Mentor

Ertha Jo, Frontier Mentor {2}{R}{W}

Legendary Creature - Kor Advisor
When Ertha Jo, Frontier Mentor enters the battlefield, create a 1/1 red Mercenary creature token with "{T}: 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.
2/4
  • Outlaws of Thunder Junction
Form a Posse

Form a Posse {X}{R}{W}

Sorcery
Create X 1/1 red Mercenary creature tokens with "{T}: Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery."
The terms were simple: half in advance, half when the entire town belonged to their employer.
  • Outlaws of Thunder Junction
Ghired, Mirror of the Wilds

Ghired, Mirror of the Wilds {R}{G}{W}

Legendary Creature - Human Shaman
Haste
Nontoken creatures you control have "{T}: Create a token that's a copy of target token you control that entered the battlefield this turn."
"The Conclave was soft. The Clans were trapped beasts. Here in this untamed wilderness, nature can truly roam free."
3/3
  • Outlaws of Thunder Junction 205 351