29661 cards found
Outlaw Stitcher

Outlaw Stitcher {3}{U}

Creature - Human Warlock
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 {4}{U}
1/4
  • Outlaws of Thunder Junction
Outlaws' Fury

Outlaws' Fury {2}{R}

Instant
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.
The only witness to their rampage was the stoic visage of the moon.
  • Outlaws of Thunder Junction
Overzealous Muscle

Overzealous Muscle {4}{B}

Creature - Ogre Mercenary
Whenever you commit a crime during your turn, Overzealous Muscle gains indestructible until end of turn.
Not everyone can be a pickpocket.
5/4
  • Outlaws of Thunder Junction
Patient Naturalist

Patient Naturalist {2}{G}

Creature - Human Scout
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.
The Atiin delight in delving into the unique wonders of each world they visit.
2/3
  • Outlaws of Thunder Junction
Peerless Ropemaster

Peerless Ropemaster {4}{U}

Creature - Human Rogue
When Peerless Ropemaster enters the battlefield, return up to one target tapped creature to its owner's hand.
"Murder someone and you'll have a gaggle of folks lining up for revenge. Humiliate them, and they won't dare bother you again."
4/4
  • Outlaws of Thunder Junction
Pest Control

Pest Control {W}{B}

Sorcery
Destroy all nonland permanents with mana value 1 or less.
Cycling {2}
"How dare these varmints befoul the shining streets of Prosperity?"
—Baron Bertram Graywater
Phantom Interference

Phantom Interference {U}

Instant
Spree
+ {3} — Create a 2/2 white Spirit creature token with flying.
+ {1} — Counter target spell unless its controller pays {2}.
To his enemies' chagrin, Winston was every bit as meddlesome dead as he had been alive.
  • Outlaws of Thunder Junction
Pillage the Bog

Pillage the Bog {B}{G}

Sorcery
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 {1}{B}{G}
  • Outlaws of Thunder Junction 224 359
Pitiless Carnage

Pitiless Carnage {3}{B}

Sorcery
Sacrifice any number of permanents you control, then draw that many cards.
Plot {1}{B}{B}
Akul saw his Hellspur followers as little
more than ammunition to be expended.
  • Outlaws of Thunder Junction 98 326
Plan the Heist

Plan the Heist {2}{U}{U}

Sorcery
Surveil 3 if you have no cards in hand. Then draw three cards.
Plot {3}{U}
  • Outlaws of Thunder Junction
Prairie Dog

Prairie Dog {1}{W}

Creature - Squirrel
Lifelink
At the beginning of your end step, if you haven't cast a spell from your hand this turn, put a +1/+1 counter on Prairie Dog.
{4}{W}: Until end of turn, if you would put one or more +1/+1 counters on a creature you control, put that many plus one +1/+1 counters on it instead.
2/2
  • Outlaws of Thunder Junction
Prickly Pair

Prickly Pair {2}{R}

Creature - Plant Mercenary
When Prickly Pair 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."
They grew together, awoke together, and took up arms together. If they were going to fall, they'd do that together too.
2/2
  • Outlaws of Thunder Junction
Prosperity Tycoon

Prosperity Tycoon {3}{W}

Creature - Human Noble
When Prosperity Tycoon 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."
{2}, Sacrifice a token: Prosperity Tycoon gains indestructible until end of turn. Tap it.
4/2
  • Outlaws of Thunder Junction
Pyretic Charge

Pyretic Charge {4}{R}

Sorcery
Discard your hand, then draw four cards. For each card discarded this way, creatures you control get +1/+0 until end of turn.
Plot {3}{R}
  • Outlaws of Thunder Junction Commander 29 65
Quick Draw

Quick Draw {R}

Instant
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.
The opening of the Omenpaths awoke the wild magic of Thunder Junction. Settlers dubbed it "thunder" and put it to use in everything from farming tools to deadly weapons.
  • Outlaws of Thunder Junction
Quilled Charger

Quilled Charger {3}{R}

Creature - Porcupine Mount
Whenever Quilled Charger attacks while saddled, it gets +1/+2 and gains menace until end of turn.
Saddle 2
4/3
  • Outlaws of Thunder Junction
Railway Brawler

Railway Brawler {3}{G}{G}

Creature - Rhino Warrior
Reach, trample
Whenever another creature enters the battlefield under your control, put X +1/+1 counters on it, where X is its power.
Plot {3}{G}
5/5
  • Outlaws of Thunder Junction 175 344
Rakdos Joins Up

Rakdos Joins Up {3}{B}{R}

Legendary Enchantment
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.
  • Outlaws of Thunder Junction 225 360
Rakdos, the Muscle

Rakdos, the Muscle {2}{B}{B}{R}

Legendary Creature - Demon Mercenary
Flying, trample
Whenever you sacrifice another creature, exile cards equal to its mana value from the top of target player's library. Until your next end step, you may play those cards, and mana of any type can be spent to cast those spells.
Sacrifice another creature: Rakdos, the Muscle gains indestructible until end of turn. Tap it. Activate only once each turn.
6/5
  • Outlaws of Thunder Junction 226 297
Rakish Crew

Rakish Crew {2}{B}

Enchantment
When Rakish Crew 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 an outlaw you control dies, each opponent loses 1 life and you gain 1 life.
  • Outlaws of Thunder Junction
Rambling Possum

Rambling Possum {2}{G}

Creature - Possum Mount
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
3/3
  • Outlaws of Thunder Junction
Rattleback Apothecary

Rattleback Apothecary {2}{B}

Creature - Gorgon Warlock
Deathtouch
Whenever you commit a crime, target creature you control gains your choice of menace or lifelink until end of turn.
"Looking for a little liquid courage? I also stock liquid murder, if that's what you're after."
3/2
  • Outlaws of Thunder Junction
Raucous Entertainer

Raucous Entertainer {1}{G}

Creature - Plant Bard
{1}, {T}: Put a +1/+1 counter on each creature you control that entered the battlefield this turn.
It's not hard to know the right song for the occasion when most occasions are saloon brawls.
2/2
  • Outlaws of Thunder Junction
Raven of Fell Omens

Raven of Fell Omens {1}{B}

Creature - Bird
Flying
Whenever you commit a crime, each opponent loses 1 life and you gain 1 life. This ability triggers only once each turn.
A raven sighted at midnight often means there's unkindness on the way.
1/2
  • Outlaws of Thunder Junction
Razzle-Dazzler

Razzle-Dazzler {1}{U}

Creature - Human Wizard
Whenever you cast your second spell each turn, put a +1/+1 counter on Razzle-Dazzler. It can't be blocked this turn.
"Now you see me, now you—"
1/2
  • Outlaws of Thunder Junction