29661 cards found
Abraded Bluffs

Abraded Bluffs

Land - Desert
Abraded Bluffs enters the battlefield tapped.
When Abraded Bluffs enters the battlefield, it deals 1 damage to target opponent.
{T}: Add {R} or {W}.
"The wind passing through the grooves makes a strange sort of music here."
—Pioneer journal of Big Ralph
  • 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
Aloe Alchemist

Aloe Alchemist {1}{G}

Creature - Plant Warlock
Trample
When Aloe Alchemist becomes plotted, target creature gets +3/+2 and gains trample until end of turn.
Plot {1}{G}
3/2
  • Outlaws of Thunder Junction
Ambush Gigapede

Ambush Gigapede {4}{B}{B}

Creature - Insect
Flash
When Ambush Gigapede enters the battlefield, target creature an opponent controls gets -2/-2 until end of turn.
"First rule of crossing Blacksnag Bog: if you can't see the bottom, don't."
—Chance Mulligan, wilderness guide
6/2
  • Outlaws of Thunder Junction
Ancient Cornucopia

Ancient Cornucopia {2}{G}

Artifact
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.
{T}: Add one mana of any color.
"I reckon that thing's trying to put me out of a job!"
—Bristly Bill, cactusfolk gardener
Ankle Biter

Ankle Biter {G}

Creature - Snake
Deathtouch
"Little tip, newcomer. Give your boots a shake in the morning before you put them on."
—Annie Flash, to Kellan
1/1
  • Outlaws of Thunder Junction
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
Another Round

Another Round {X}{X}{2}{W}

Sorcery
Exile any number of creatures you control, then return them to the battlefield under their owner's control. Then repeat this process X more times.
Weary travelers trade stories of the Eversaloon, an extraplanar respite that appears at the moment it is most needed.
  • Outlaws of Thunder Junction 1 307
Archangel of Tithes

Archangel of Tithes {1}{W}{W}{W}

Creature - Angel
Flying
As long as Archangel of Tithes is untapped, creatures can't attack you or planeswalkers you control unless their controller pays {1} for each of those creatures.
As long as Archangel of Tithes is attacking, creatures can't block unless their controller pays {1} for each of those creatures.
3/5
Archmage's Newt

Archmage's Newt {1}{U}

Creature - Salamander Mount
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 if Archmage's Newt is saddled.
Saddle 3
2/2
  • Outlaws of Thunder Junction 39 316
Arid Archway

Arid Archway

Land - Desert
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.
{T}: Add {C}{C}.
  • Outlaws of Thunder Junction
Armored Armadillo

Armored Armadillo {W}

Creature - Armadillo
Ward {1}
{3}{W}: Armored Armadillo gets +X/+0 until end of turn, where X is its toughness.
"I always wanted to ride a slow cannonball with legs!"
—Kellan
0/4
  • Outlaws of Thunder Junction
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
Aven Interrupter

Aven Interrupter {1}{W}{W}

Creature - Bird Rogue
Flash
Flying
When Aven Interrupter enters the battlefield, exile target spell. It becomes plotted.
Spells your opponents cast from graveyards or from exile cost {2} more to cast.
2/2
  • Outlaws of Thunder Junction 4 309
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
Bandit's Haul

Bandit's Haul {3}

Artifact
Whenever you commit a crime, put a loot counter on Bandit's Haul. This ability triggers only once each turn.
{T}: Add one mana of any color.
{2}, {T}, Remove two loot counters from Bandit's Haul: Draw a card.
  • 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
Beastbond Outcaster

Beastbond Outcaster {2}{G}

Creature - Human Druid
When Beastbond Outcaster enters the battlefield, if you control a creature with power 4 or greater, draw a card.
Plot {1}{G}
3/3
  • Outlaws of Thunder Junction
Betrayal at the Vault

Betrayal at the Vault {4}{G}{G}

Instant
Target creature you control deals damage equal to its power to each of two other target creatures.
The vault cracked open, and the unlikely alliance met the likeliest of ends, as greed, rage, and self-interest won out over any shred of loyalty.
  • Outlaws of Thunder Junction
Binding Negotiation

Binding Negotiation {1}{B}

Sorcery
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.
"The tighter I bind them, the looser their tongues become."
  • Outlaws of Thunder Junction
Blacksnag Buzzard

Blacksnag Buzzard {2}{B}

Creature - Bird
Flying
Blacksnag Buzzard enters the battlefield with a +1/+1 counter on it if a creature died this turn.
Plot {1}{B}
2/1
  • Outlaws of Thunder Junction
Blood Hustler

Blood Hustler {1}{B}

Creature - Vampire Rogue
Whenever you commit a crime, put a +1/+1 counter on Blood Hustler. This ability triggers only once each turn.
{3}{B}: Target opponent loses 1 life and you gain 1 life.
1/1
  • Outlaws of Thunder Junction
Blooming Marsh

Blooming Marsh

Land
Blooming Marsh enters the battlefield tapped unless you control two or fewer other lands.
{T}: Add {B} or {G}.