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  1. Whenever you commit a crime during your turn, this creature gains indestructible until end of turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime. Damage and effects that say "destroy" don't destroy a creature with indestructible.)

    5 Mana Value 5 Power 4 Toughness Creature — Ogre Mercenary common Outlaws of Thunder Junction
  2. Return up to one target creature card from your graveyard to your hand. 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."

    2 Mana Value Sorcery common Outlaws of Thunder Junction
  3. Outlaw Medic Magic Cards

    Lifelink When this creature dies, draw a card.

    2 Mana Value 1 Power 3 Toughness Creature — Human Rogue common Outlaws of Thunder Junction
  4. Prismatic Vista Magic Cards

    {T}, Pay 1 life, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield, then shuffle.

    0 Mana Value Land mythic Special Guests
  5. Sandstorm Verge Magic Cards

    {T}: Add {C}. {3}, {T}: Target creature can't block this turn. Activate only as a sorcery.

    0 Mana Value Land — Desert uncommon Outlaws of Thunder Junction
  6. 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
  7. Flying, vigilance At the beginning of your end step, if you haven't cast a spell from your hand this turn, draw a card.

    4 Mana Value 3 Power 3 Toughness Legendary Creature — Human Scout uncommon Outlaws of Thunder Junction
  8. Spree (Choose one or more additional costs.) + {1} — Until end of turn, target creature becomes a white Rabbit with base power and toughness 0/1. + {3} — Target player draws two cards.

    1 Mana Value Instant uncommon Outlaws of Thunder Junction
  9. Stoic Sphinx Magic Cards

    Flash Flying This creature has hexproof as long as you haven't cast a spell this turn.

    4 Mana Value 5 Power 3 Toughness Creature — Sphinx rare Outlaws of Thunder Junction
  10. Stoic Sphinx Magic Cards

    Flash Flying This creature has hexproof as long as you haven't cast a spell this turn.

    4 Mana Value 5 Power 3 Toughness Creature — Sphinx rare Outlaws of Thunder Junction
  11. Wanted Griffin Magic Cards

    Flying When this creature dies, 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."

    4 Mana Value 3 Power 2 Toughness Creature — Griffin common Outlaws of Thunder Junction
  12. Nurturing Pixie Magic Cards

    Flying When this creature enters, return up to one target non-Faerie, nonland permanent you control to its owner's hand. If a permanent was returned this way, put a +1/+1 counter on this creature.

    1 Mana Value 1 Power 1 Toughness Creature — Faerie Rogue uncommon Outlaws of Thunder Junction
  13. When this creature enters, you may discard a card. If you do, draw a card.

    2 Mana Value 2 Power 2 Toughness Creature — Human Rogue common Outlaws of Thunder Junction
  14. 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.)

    2 Mana Value 1 Power 2 Toughness Creature — Bird common Outlaws of Thunder Junction
  15. Shackle Slinger Magic Cards

    Whenever you cast your second spell each turn, choose target creature an opponent controls. If it's tapped, put a stun counter on it. Otherwise, tap it. (If a permanent with a stun counter would become untapped, remove one from it instead.)

    3 Mana Value 3 Power 2 Toughness Creature — Human Soldier uncommon Outlaws of Thunder Junction
  16. Flying 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.)

    5 Mana Value 4 Power 3 Toughness Creature — Djinn common Outlaws of Thunder Junction
  17. Steer Clear Magic Cards

    Steer Clear deals 2 damage to target attacking or blocking creature. Steer Clear deals 4 damage to that creature instead if you controlled a Mount as you cast this spell.

    1 Mana Value Instant common Outlaws of Thunder Junction
  18. Port Razer Magic Cards

    Whenever this creature deals combat damage to a player, untap each creature you control. After this phase, there is an additional combat phase. This creature can't attack a player it has already attacked this turn.

    5 Mana Value 4 Power 4 Toughness Creature — Orc Pirate mythic Special Guests
  19. Oxen you control have double strike. Whenever Bruse Tarl enters or attacks, exile the top card of your library. If it's a land card, create a 2/2 white Ox creature token. Otherwise, you may cast it until the end of your next turn.

    4 Mana Value 4 Power 3 Toughness Legendary Creature — Human Warrior rare Outlaws of Thunder Junction
  20. Landfall — Whenever a land you control enters, put a +1/+1 counter on target creature. {3}{G}{G}: Double the number of +1/+1 counters on each creature you control.

    2 Mana Value 2 Power 2 Toughness Legendary Creature — Plant Druid mythic Outlaws of Thunder Junction