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  1. Big Score Magic Cards

    As an additional cost to cast this spell, discard a card. Draw two cards and create two Treasure tokens. (They're artifacts with "{T}, Sacrifice this token: Add one mana of any color.")

    4 Mana Value Instant common Outlaws of Thunder Junction Commander
  2. Menace, deathtouch When this creature enters, each player loses a third of their life, rounded up.

    5 Mana Value 4 Power 4 Toughness Creature — Orc Pirate Wizard mythic Outlaws of Thunder Junction Commander
  3. Deadly Dispute Magic Cards

    As an additional cost to cast this spell, sacrifice an artifact or creature. Draw two cards and create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")

    2 Mana Value Instant common Outlaws of Thunder Junction Commander
  4. Windfall Magic Cards

    Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.

    3 Mana Value Sorcery uncommon Outlaws of Thunder Junction Commander
  5. Mind's Dilation Magic Cards

    Whenever an opponent casts their first spell each turn, that player exiles the top card of their library. If it's a nonland card, you may cast it without paying its mana cost.

    7 Mana Value Enchantment mythic Outlaws of Thunder Junction Commander
  6. Exile all creatures. Delirium — Create a 4/4 white Angel creature token with flying if there are four or more card types among cards in your graveyard.

    6 Mana Value Sorcery mythic Outlaws of Thunder Junction Commander
  7. Will of the council — Starting with you, each player votes for a nonland permanent you don't control. Exile each permanent with the most votes or tied for most votes.

    3 Mana Value Sorcery rare Outlaws of Thunder Junction Commander
  8. Leyline Dowser Magic Cards

    {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 this artifact.

    2 Mana Value Artifact rare Outlaws of Thunder Junction Commander
  9. Lock and Load Magic Cards

    Draw a card, then draw a card for each other instant and sorcery spell you've cast this turn. Plot {3}{U} (You may pay {3}{U} and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)

    3 Mana Value Sorcery rare Outlaws of Thunder Junction Commander
  10. Felix Five-Boots Magic Cards

    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.

    5 Mana Value 5 Power 4 Toughness Legendary Creature — Ooze Rogue mythic Outlaws of Thunder Junction Commander
  11. Leyline Dowser Magic Cards

    {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 this artifact.

    2 Mana Value Artifact rare Outlaws of Thunder Junction Commander
  12. Lock and Load Magic Cards

    Draw a card, then draw a card for each other instant and sorcery spell you've cast this turn. Plot {3}{U} (You may pay {3}{U} and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)

    3 Mana Value Sorcery rare Outlaws of Thunder Junction Commander
  13. Felix Five-Boots Magic Cards

    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.

    5 Mana Value 5 Power 4 Toughness Legendary Creature — Ooze Rogue mythic Outlaws of Thunder Junction Commander
  14. 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.

    3 Mana Value Artifact mythic The Big Score
  15. 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.

    3 Mana Value Artifact mythic The Big Score
  16. 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.

    3 Mana Value Artifact mythic The Big Score
  17. Hindering Light Magic Cards

    Counter target spell that targets you or a permanent you control. Draw a card.

    2 Mana Value Instant uncommon Breaking News
  18. Vigilance Whenever Wylie Duke becomes tapped, you gain 1 life and draw a card.

    3 Mana Value 4 Power 2 Toughness Legendary Creature — Human Ranger rare Outlaws of Thunder Junction
  19. Target creature you control gets +1/+1 until end of turn. Put a +1/+1 counter on it instead if it's a Mount. Then it deals damage equal to its power to target creature you don't control.

    2 Mana Value Sorcery common Outlaws of Thunder Junction
  20. Snakeskin Veil Magic Cards

    Put a +1/+1 counter on target creature you control. It gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)

    1 Mana Value Instant common Outlaws of Thunder Junction