Outlaws of Thunder Junction Commander

Dead Before Sunrise

Dead Before Sunrise {3}{R}

Instant
Until end of turn, outlaw creatures you control get +1/+0 and gain "{T}: This creature deals damage equal to its power to target creature."
Daniel's mistake wasn't just coming alone. It was believing his rival had done the same.
Elemental Eruption

Elemental Eruption {4}{R}{R}

Sorcery
Create a 4/4 red Dragon Elemental creature token with flying and prowess.
Storm
The crater screamed into the wind, and the wind carried its blazing voice across the sky.
Embrace the Unknown

Embrace the Unknown {2}{R}

Sorcery
Exile the top two cards of your library. Until the end of your next turn, you may play those cards.
Retrace
"Everyone's gotta die somehow. I'll be damned if I meet my end cowering in some cellar."
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}
Smoldering Stagecoach

Smoldering Stagecoach {3}{R}

Artifact - Vehicle
Smoldering Stagecoach'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.
Crew 2
*/5
Dune Chanter

Dune Chanter {2}{G}

Creature - Plant Druid
Reach
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 "{T}: Add one mana of any color."
{T}: Mill two cards. You gain 1 life for each land card milled this way.
2/3
Rumbleweed

Rumbleweed {10}{G}

Creature - Plant Elemental
This spell costs {1} less to cast for each land card in your graveyard.
Vigilance, reach, trample
When Rumbleweed enters, other creatures you control get +3/+3 and gain trample until end of turn.
It's a one-ecosystem army.
8/8
Savvy Trader

Savvy Trader {3}{G}

Creature - Human Citizen
When Savvy Trader enters, 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 {1} less to cast.
"A little dirt doesn't indicate quality—with goods or with people."
3/3
Tower Winder

Tower Winder {1}{G}

Creature - Snake
Reach, deathtouch
When Tower Winder enters, 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.
The tower guards eventually gave up, figuring it was better at the job anyway.
1/1
Related card: Command Tower
Vengeful Regrowth

Vengeful Regrowth {4}{G}{G}

Sorcery
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 {6}{G}{G}
Graywater's Fixer

Graywater's Fixer {2}{B}{R}

Creature - Lizard Mercenary
Each outlaw creature card in your graveyard has encore {X}, where X is its mana value.
4/4
Bounty Board

Bounty Board {3}

Artifact
{T}: Add one mana of any color.
{1}, {T}: Put a bounty counter on target creature. Activate only as a sorcery.
Whenever a creature with a bounty counter on it dies, each of its controller's opponents draws a card and gains 2 life.
Dream-Thief's Bandana

Dream-Thief's Bandana {2}

Artifact - Equipment
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.
Equip {1}
Leyline Dowser

Leyline Dowser {2}

Artifact
{1}, {T}: Mill a card. You may put an instant or sorcery card milled this way into your hand.
Tap an untapped legendary creature you control: Untap Leyline Dowser.
"Of course it works. What does it find? That's a surprise for a lucky buyer like yourself."
—Honest Rutstein
Cactus Preserve

Cactus Preserve

Land - Desert
Cactus Preserve enters tapped.
{T}: Add one mana of any type that a land you control could produce.
{3}: Until end of turn, Cactus Preserve becomes an X/X green Plant creature with reach, where X is the greatest mana value among your commanders. It's still a land.
Eris, Roar of the Storm

Eris, Roar of the Storm {8}{U}{R}

Legendary Creature - Elemental Warlock
This spell costs {2} 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.
4/4
Felix Five-Boots

Felix Five-Boots {2}{B}{G}{U}

Legendary Creature - Ooze Rogue
Menace, ward {2}
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.
Multiple pseudopods and no vital organs make dueling a whole lot easier.
5/4
Kirri, Talented Sprout

Kirri, Talented Sprout {1}{R}{G}{W}

Legendary Creature - Plant Druid
Other Plants and Treefolk you control get +2/+0.
At the beginning of each of your postcombat main phases, return target Plant, Treefolk, or land card from your graveyard to your hand.
"He may be a little green, but trust me, he's far from spineless."
—Yuma, proud protector
0/3
Vihaan, Goldwaker

Vihaan, Goldwaker {R}{W}{B}

Legendary Creature - Dwarf Warlock
Other outlaws you control have vigilance and haste.
At the beginning of combat on your turn, you may have Treasures you control become 3/3 Construct Assassin artifact creatures in addition to their other types until end of turn.
3/3
Angel of Indemnity

Angel of Indemnity {5}{W}

Creature - Angel Warrior
Flying, lifelink
When Angel of Indemnity enters, return target permanent card with mana value 4 or less from your graveyard to the battlefield.
Encore {6}{W}{W}
5/5
Angelic Sell-Sword

Angelic Sell-Sword {4}{W}

Creature - Angel Mercenary
Flying, vigilance
Whenever Angelic Sell-Sword or another nontoken creature you control enters, 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 Angelic Sell-Sword attacks, if its power is 6 or greater, draw a card.
4/4
Sand Scout

Sand Scout {1}{W}

Creature - Human Scout
When Sand Scout enters, 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.
2/2
We Ride at Dawn

We Ride at Dawn {2}{W}

Enchantment
Legendary creature spells you cast have convoke.
Whenever your commander attacks, 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."
Arcane Heist

Arcane Heist {2}{U}{U}

Sorcery
You may cast 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
Forger's Foundry

Forger's Foundry {2}{U}

Artifact
{T}: Add {U}. 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.
{3}{U}{U}, {T}: 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.