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Outlaws of Thunder Junction

Every Outlaws of Thunder Junction card, the four decks, the boxes and every official word from Wizards, in one place.

Key dates

From the reveal to release day and after

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Commander decks

Four Ready-to-Play Decks

All precons

Boosters and bundles

Boxes and Bundles

Boosters

Booster boxes

Bundles

Everything else

Outlaws of Thunder Junction cards

374 Cards

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Sets in this release

Seven Set codes

Mechanics

Mechanics Used in This Set

Plot39 cards
32 cards
Spree21 cards
19 cards
Saddle17 cards
14 cards
14 cards
Reach13 cards
12 cards
11 cards
9 cards
9 cards

Keywords from Scryfall's card data.

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CommanderThe legendary card that leads your deck, and the name of the format itself. Your commander starts the game in the command zone instead of in your deck, and you can cast it from there. If it leaves the battlefield you can send it back and cast it again, paying 2 more mana each extra time. It is usually a legendary creature; a few other cards say they can be your commander.Atraxa, Praetors' VoiceOpen the full glossaryFlyingA creature with flying can only be blocked by creatures that also have flying or reach. It is the most common way to get combat damage past a ground army.Serra AngelOpen the full glossaryTreasureA token you can sacrifice for one mana of any color. Many cards make Treasure, and it is mana you can save for a later turn.Big ScoreOpen the full glossaryTrampleIf a creature with trample is blocked, damage beyond what is needed to destroy its blockers spills over to the defending player.Open the full glossaryVigilanceA creature with vigilance does not tap when it attacks, so it is still available to block on the way back.Open the full glossaryFlashYou can cast a card with flash at any time you could cast an instant, even during your opponent's turn or in the middle of combat. That lets you surprise opponents with a creature or spell.Open the full glossaryLifelinkDamage dealt by a creature or spell with lifelink also makes its controller gain that much life.Vampire NighthawkOpen the full glossaryEquipHow you attach an Equipment to one of your creatures: pay its equip cost and move it on. You can only do this on your own turn when nothing else is waiting to happen, and the Equipment stays on the battlefield if the creature leaves.Lightning GreavesOpen the full glossaryHasteA creature with haste can attack and use its tap abilities the turn it arrives, instead of waiting a turn.Goblin GuideOpen the full glossary