MTG / Outlaws Of Thunder Junction
176 - 200 of 305 results
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Raven of Fell Omens
Outlaws of Thunder Junction
(C)
Collector #: 0101
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1/2 Creature - Bird
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Flying Whenever you commit a crime, each opponent loses 1 life and you gain 1 life. This ability triggers only once each turn. (Targeting opponents, anything they control, and or/cards in their graveyards is a crime.) |
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- NM
- EX
- VG
- G
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Take for a Ride
Outlaws of Thunder Junction
(U)
Collector #: 0148
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Sorcery
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Take for a Ride has flash as long as you've committed a crime this turn. (Targeting opponents, anything they control, and or/cards in their graveyards is a crime.) Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. |
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- NM
- EX
- VG
- G
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Marchesa, Dealer of Death
Outlaws of Thunder Junction
(R)
Collector #: 0220
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3/4 Legendary Creature - Human Rogue
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Whenever you commit a crime, you may pay |
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- NM
- EX
- VG
- G
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Stoic Sphinx
Outlaws of Thunder Junction
(R)
Collector #: 0071
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5/3 Creature - Sphinx
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Flash Flying Stoic Sphinx has hexproof as long as you haven't cast a spell this turn. |
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- NM
- EX
- VG
- G
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Elemental Token
Outlaws of Thunder Junction
(S)
Collector #: 0012
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*/* Token Creature - Elemental
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- NM
- EX
- VG
- G
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Loan Shark
Outlaws of Thunder Junction
(C)
Collector #: 0055
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3/4 Creature - Shark Rogue
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When Loan Shark enters the battlefield, if you've cast two or more spells this turn, draw a card. Plot |
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- NM
- EX
- VG
- G
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Vial Smasher, Gleeful Grenadier
Outlaws of Thunder Junction
(U)
Collector #: 0235
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3/2 Legendary Creature - Goblin Mercenary
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| Whenever another outlaw enters the battlefield under your control, Vial Smasher, Gleeful Grenadier deals 1 damage to target opponent. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.) | |
- NM
- EX
- VG
- G
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Rambling Possum
Outlaws of Thunder Junction
(U)
Collector #: 0176
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3/3 Creature - Possum Mount
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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 (Tap any number of other creatures you control with total power 1 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.) |
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- NM
- EX
- VG
- G
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Step Between Worlds
Outlaws of Thunder Junction
(R)
Collector #: 0070
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Sorcery
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Each player may shuffle their hand and graveyard into their library. Each player who does draws seven cards. Exile Step Between Worlds. Plot |
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- NM
- EX
- VG
- G
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Lazav, Familiar Stranger
Outlaws of Thunder Junction
(U)
Collector #: 0216
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1/4 Legendary Creature - Shapeshifter
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| Whenever you commit a crime, put a +1/+1 counter on Lazav, Familiar Stranger. Then you may exile a card from a graveyard. If a creature card was exiled this way, you may have Lazav become a copy of that card until end of turn. This ability triggers only once each turn. (Targeting opponents, anything they control, and or/cards in their graveyards is a crime.) | |
- NM
- EX
- VG
- G
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Metamorphic Blast
Outlaws of Thunder Junction
(U)
Collector #: 0057
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Instant
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Spree (Choose one or more additional costs.) + + |
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- NM
- EX
- VG
- G
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Elk Token
Outlaws of Thunder Junction
(S)
Collector #: 0013
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3/3 Token Creature - Elk
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- NM
- EX
- VG
- G
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Jolene, Plundering Pugilist
Outlaws of Thunder Junction
(U)
Collector #: 0210
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4/2 Legendary Creature - Human Mercenary
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Whenever you attack with one or more creatures with power 4 or greater, create a Treasure token. |
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- NM
- EX
- VG
- G
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Ox Token
Outlaws of Thunder Junction
(S)
Collector #: 0003
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2/2 Token Creature - Ox
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- NM
- EX
- VG
- G
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Spinewoods Armadillo
Outlaws of Thunder Junction
(U)
Collector #: 0182
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7/7 Creature - Armadillo
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Reach Ward |
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- NM
- EX
- VG
- G
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Treasure Token
Outlaws of Thunder Junction
(S)
Collector #: 0018
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Token Artifact - Treasure
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- NM
- EX
- VG
- G
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Fleeting Reflection
Outlaws of Thunder Junction
(U)
Collector #: 0049
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Instant
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| Target creature you control gains hexproof until end of turn. Untap that creature. Until end of turn, it becomes a copy of up to one other target creature. | |
- NM
- EX
- VG
- G
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Full Steam Ahead
Outlaws of Thunder Junction
(U)
Collector #: 0164
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Sorcery
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| Until end of turn, each creature you control gets +2/+2 and gains trample and "This creature can't be blocked by more than one creature." | |
- NM
- EX
- VG
- G
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Slickshot Lockpicker
Outlaws of Thunder Junction
(U)
Collector #: 0067
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2/3 Creature - Human Rogue
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When Slickshot Lockpicker enters the battlefield, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. Plot |
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- NM
- EX
- VG
- G
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Dust Animus
Outlaws of Thunder Junction
(R)
Collector #: 0009
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2/3 Creature - Spirit
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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 |
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- NM
- EX
- VG
- G
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Canyon Crab
Outlaws of Thunder Junction
(U)
Collector #: 0040
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0/5 Creature - Crab
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At the beginning of your end step, if you haven't cast a spell from your hand this turn, draw a card, then discard a card. |
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- NM
- EX
- VG
- G
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Take the Fall
Outlaws of Thunder Junction
(C)
Collector #: 0073
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Instant
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Target creature gets -1/-0 until end of turn. It gets -4/-0 until end of turn instead if you control an outlaw. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.) Draw a card. |
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- NM
- EX
- VG
- G
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Archmage's Newt
Outlaws of Thunder Junction
(R)
Collector #: 0039
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2/2 Creature - Salamander Mount
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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 Saddle 3 |
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- NM
- EX
- VG
- G
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Make Your Own Luck
Outlaws of Thunder Junction
(U)
Collector #: 0218
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Sorcery
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| Look at the top three cards of your library. You may exile a nonland card from among them. If you do, it becomes plotted. Put the rest into your hand. (You may cast it as a sorcery on a later turn without paying its mana cost.) | |
- NM
- EX
- VG
- G
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Shackle Slinger
Outlaws of Thunder Junction
(U)
Collector #: 0065
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3/2 Creature - Human Soldier
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| Whenever you cast your second spell each turn, choose target creature an opponent controls. If it's untapped, put a stun counter on it. Otherwise, tap it. (If a permanent with a stun counter would become untapped, remove one from it instead.) | |
- NM
- EX
- VG
- G
176 - 200 of 305 results