- Commander Nexus
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- Outlaws of Thunder Junction
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
Commander decks
Four Ready-to-Play Decks
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Most Wanted
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Desert Bloom
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Grand Larceny
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Quick Draw
Boosters and bundles
Boxes and Bundles
Boosters
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Outlaws of Thunder Junction Collector Booster Pack
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Outlaws of Thunder Junction Play Booster Pack
Booster boxes
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Outlaws of Thunder Junction Collector Booster Box
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Outlaws of Thunder Junction Play Booster Box
Bundles
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Outlaws of Thunder Junction Bundle
Everything else
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Outlaws of Thunder Junction Prerelease Pack
Outlaws of Thunder Junction cards
374 Cards
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
News
Articles and Videos
More set hubs
Past and Upcoming Sets
Open 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.
Open 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.
Open 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.
Open 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.
Open the full glossaryHasteA creature with haste can attack and use its tap abilities the turn it arrives, instead of waiting a turn.
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