Outlaws of Thunder Junction Promos

Outlaws of Thunder Junction Promos contains 160 cards.
Released: 2024-04-19
Base set size: 160 cards.
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.
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.
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
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
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
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
Claim Jumper

Claim Jumper {2}{W}

Creature - Rabbit Mercenary
Vigilance
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.
3/3
Claim Jumper

Claim Jumper {2}{W}

Creature - Rabbit Mercenary
Vigilance
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.
3/3
Dust Animus

Dust Animus {1}{W}

Creature - Spirit
Flying
If you control five or more untapped lands, Dust Animus enters the battlefield with two +1/+1 counters and a lifelink counter on it.
Plot {1}{W}
2/3
Dust Animus

Dust Animus {1}{W}

Creature - Spirit
Flying
If you control five or more untapped lands, Dust Animus enters the battlefield with two +1/+1 counters and a lifelink counter on it.
Plot {1}{W}
2/3
Final Showdown

Final Showdown {W}

Instant
Spree
+ {1} — All creatures lose all abilities until end of turn.
+ {1} — Choose a creature you control. It gains indestructible until end of turn.
+ {3}{W}{W} — Destroy all creatures.
Final Showdown

Final Showdown {W}

Instant
Spree
+ {1} — All creatures lose all abilities until end of turn.
+ {1} — Choose a creature you control. It gains indestructible until end of turn.
+ {3}{W}{W} — Destroy all creatures.
Fortune, Loyal Steed

Fortune, Loyal Steed {2}{W}

Legendary Creature - Beast Mount
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
2/4
Fortune, Loyal Steed

Fortune, Loyal Steed {2}{W}

Legendary Creature - Beast Mount
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
2/4
High Noon

High Noon {1}{W}

Enchantment
Each player can't cast more than one spell each turn.
{4}{R}, Sacrifice High Noon: It deals 5 damage to any target.
They both knew only one of them would walk away.
High Noon

High Noon {1}{W}

Enchantment
Each player can't cast more than one spell each turn.
{4}{R}, Sacrifice High Noon: It deals 5 damage to any target.
They both knew only one of them would walk away.
One Last Job

One Last Job {2}{W}

Sorcery
Spree
+ {2} — Return target creature card from your graveyard to the battlefield.
+ {1} — Return target Mount or Vehicle card from your graveyard to the battlefield.
+ {1} — Return target Aura or Equipment card from your graveyard to the battlefield attached to a creature you control.
One Last Job

One Last Job {2}{W}

Sorcery
Spree
+ {2} — Return target creature card from your graveyard to the battlefield.
+ {1} — Return target Mount or Vehicle card from your graveyard to the battlefield.
+ {1} — Return target Aura or Equipment card from your graveyard to the battlefield attached to a creature you control.
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
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
Double Down

Double Down {3}{U}

Enchantment
Whenever you cast an outlaw spell, copy that spell.
The best alibi is being in multiple places at the same time.
Double Down

Double Down {3}{U}

Enchantment
Whenever you cast an outlaw spell, copy that spell.
The best alibi is being in multiple places at the same time.
Duelist of the Mind

Duelist of the Mind {1}{U}

Creature - Human Advisor
Flying, vigilance
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.
Nathan Steuer, World Champion XXVIII
*/3
Duelist of the Mind

Duelist of the Mind {1}{U}

Creature - Human Advisor
Flying, vigilance
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.
Nathan Steuer, World Champion XXVIII
*/3
Fblthp, Lost on the Range

Fblthp, Lost on the Range {1}{U}{U}

Legendary Creature - Homunculus
Ward {2}
You may look at the top card of your library 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.
1/1