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  1. Menace Whenever Satoru and/or one or more other nontoken creatures you control enter, if none of them were cast or no mana was spent to cast them, draw a card.

    2 Mana Value 2 Power 3 Toughness Legendary Creature — Human Ninja Rogue rare Outlaws of Thunder Junction
  2. During your turn, Mounts and Vehicles you control have hexproof. Whenever a Mount or Vehicle you control attacks, put a +1/+1 counter on it.

    2 Mana Value 3 Power 2 Toughness Legendary Creature — Human Druid uncommon Outlaws of Thunder Junction
  3. 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
  4. 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
  5. 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.

    2 Mana Value Instant uncommon Outlaws of Thunder Junction
  6. 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.)

    5 Mana Value Sorcery uncommon Outlaws of Thunder Junction
  7. Spree (Choose one or more additional costs.) + {2}{B} — Destroy target creature. + {1} — 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."

    1 Mana Value Instant uncommon Outlaws of Thunder Junction
  8. Deathtouch Whenever you commit a crime, target creature you control gains your choice of menace or lifelink until end of turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)

    3 Mana Value 3 Power 2 Toughness Creature — Gorgon Warlock uncommon Outlaws of Thunder Junction
  9. Marauding Sphinx Magic Cards

    Flying, vigilance, ward {2} Whenever you commit a crime, surveil 2. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)

    5 Mana Value 3 Power 5 Toughness Creature — Sphinx Rogue uncommon Outlaws of Thunder Junction
  10. Ward {1} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.) {3}{W}: This creature gets +X/+0 until end of turn, where X is its toughness.

    1 Mana Value 0 Power 4 Toughness Creature — Armadillo common Outlaws of Thunder Junction
  11. Flooded Strand Magic Cards

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

    0 Mana Value Land rare Modern Horizons 3
  12. {T}, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Mountain card, put it onto the battlefield, then shuffle.

    0 Mana Value Land rare Modern Horizons 3
  13. If one or more +1/+1 counters would be put on a creature you control, twice that many +1/+1 counters are put on that creature instead.

    3 Mana Value Enchantment rare Fallout
  14. Power Fist Magic Cards

    Equipped creature has trample and "Whenever this creature deals combat damage to a player, put that many +1/+1 counters on it." Equip {2}

    2 Mana Value Artifact — Equipment rare Fallout
  15. Mind Stone Magic Cards

    {T}: Add {C}. {1}, {T}, Sacrifice this artifact: Draw a card.

    2 Mana Value Artifact uncommon Fallout
  16. Rampant Growth Magic Cards

    Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.

    2 Mana Value Sorcery common Fallout
  17. If one or more +1/+1 counters would be put on a creature you control, twice that many +1/+1 counters are put on that creature instead.

    3 Mana Value Enchantment rare Fallout
  18. Loyal Apprentice Magic Cards

    Haste Lieutenant — At the beginning of combat on your turn, if you control your commander, create a 1/1 colorless Thopter artifact creature token with flying. That token gains haste until end of turn.

    2 Mana Value 2 Power 1 Toughness Creature — Human Artificer uncommon Fallout
  19. Power Fist Magic Cards

    Equipped creature has trample and "Whenever this creature deals combat damage to a player, put that many +1/+1 counters on it." Equip {2}

    2 Mana Value Artifact — Equipment rare Fallout
  20. Vexing Radgull Magic Cards

    Flying Whenever this creature deals combat damage to a player, that player gets two rad counters if they don't have any rad counters. Otherwise, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)

    2 Mana Value 1 Power 2 Toughness Creature — Bird Mutant uncommon Fallout