The Best MTG Outlaws of Thunder Junction Cards!

Magic's latest set, Outlaws of Thunder Junction, has generated excitement with its powerful cards. It is expected to significantly impact Standard and possibly even Modern formats. This article highlights the best cards from the set, focusing on their competitive or Commander potential. Keep an eye on these predictions for the standout cards in Outlaws of Thunder Junction. 🤠🔥

Here are some standout cards from Outlaws of Thunder Junction:

Card Description
The Key to the Vault

Name: The Key to the Vault
Color: Blue
Cost: 1U
Card Type: Legendary Artifact — Equipment
Card Text: Whenever equipped creature deals combat damage to a player, look at that many cards from the top of your library. You may exile a nonland card from among them. Put the rest on the bottom of your library in a random order. You may cast the exiled card without paying its mana cost.
Equip {2}{U}
Rarity: R
Artist: Leon Tukker
Card Number: 54
Set Name: Outlaws of Thunder Junction

The Key to the Vault is a powerful card that can cast spells from your library for free, but its usefulness depends on meeting certain conditions. Its effectiveness is uncertain.


Card Description
Double Down

Name: Double Down
Color: Blue
Cost: 3U
Card Type: Enchantment
Card Text: Whenever you cast an outlaw spell, copy that spell. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws. Copies of permanent spells become tokens.)
The best alibi is being in multiple places at the same time.
Rarity: M
Artist: Javier Charro
Card Number: 44
Set Name: Outlaws of Thunder Junction

Double Down, featuring the Outlaw creature type recognition mechanic, allows cards considered "Outlaws" to copy themselves when cast (be aware of the Legendary rule!). Outlaws include Assassins, Mercenaries, Pirates, Rogues, and Warlocks. Essential for decks with ANY of these creature types en masse.


Card Description
Freestrider Lookout

Name: Freestrider Lookout
Color: Green
Cost: 2G
Card Type: Creature — Human Rogue
Card Text: Reach
Whenever you commit a crime, look at the top five cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
Rarity: R
Artist: Matt Zeilinger
Card Number: 168
Set Name: Outlaws of Thunder Junction

Freestrider Lookout is strong for Commander and constructed, but may be harder to use in two-player games. By consistently 'Committing Crimes', it can ramp you a lot. Triggering it at least once per turn (not just your turns!), especially in Commander where are there are (far) more opportunities. PLUS, it's a 3/3 with Reach for only a green and two colourless - pretty good!


Card Description
Final Showdown

Name: Final Showdown
Color: White
Cost: W
Card Type: Instant
Card Text: Spree (Choose one or more additional costs.)
+ {1} — All creatures lose all abilities until end of turn.
+ {1} — Choose a creature you control. It gains indestructible until end of turn.
+ {3}{W}{W} — Destroy all creatures.
Rarity: M
Artist: Izzy
Card Number: 11
Set Name: Outlaws of Thunder Junction

Final Showdown offers powerful effects that may interest both constructed and Commander players. Its first effect, a psuedo Dress Down, is relevant in competitive play. However, decks interested in this effect may still prefer Dress Down since it replaces itself. The other abilities are great for slower strategies in competitive formats, but they shine in Commander. The ability to destroy all creatures at instant speed, while protecting one of your own, is impressive. Overall, Final Showdown seems fantastic for Commander and has potential in competitive play especially considering that it's an Instant AND you get great options to choose from out of the modals.


Card Description
Annie Joins Up

Name: Annie Joins Up
Color: Multi-Color
Cost: 1RGW
Card Type: Legendary Enchantment
Card Text: When Annie Joins Up enters the battlefield, it deals 5 damage to target creature or planeswalker an opponent controls.
If a triggered ability of a legendary creature you control triggers, that ability triggers an additional time.
One last job, then she could retire in peace.
Rarity: R
Artist: Wylie Beckert
Card Number: 191
Set Name: Outlaws of Thunder Junction

The new Annie Joins Up enchantments in Commander decks are intriguing for 'Legends Matters' decks. They have ETB abilities and offer rewards for legendary creatures, making them powerful for both Commander and competitive Magic. Annie Joins Up doubles up on legendary creature triggers, making it popular in Commander decks. Unlike other doubling cards in competitive Magic, Annie Joins Up offers potential creature removal on entry (that counts as a Crime!), making it more valuable than expected. Not to mention the seemingly low mana cost for an enchantment with such strong abilities gives incredible synergies with many types of different decks (for Outlaws, see Yuma, Proud Protector).


Card Description
Tinybones, the Pickpocket

Name: Tinybones, the Pickpocket
Color: Black
Cost: B
Card Type: Legendary Creature — Skeleton Rogue
Card Text: Deathtouch
Whenever Tinybones, the Pickpocket deals combat damage to a player, you may cast target nonland permanent card from that player’s graveyard, and mana of any type can be spent to cast that spell.
Rarity: M
Artist: Ekaterina Burmak
Card Number: 109
Set Name: Outlaws of Thunder Junction

Tinybones, the Pickpocket is being compared to Ragavan, Nimble Pilferer by MTG players. Although Tinybones is weaker, it shares similarities with Ragavan and is anticipated to be feared upon release. Its ability to steal nonland permanents from the graveyard after hitting your opponents provides a significant advantage. However, unlike Ragavan, Tinybones may be less impactful when played on curve. (Fun bonus, his ability counts as a 'Crime' because it counts targeting your opponents' graveyards!)

Are you excited for these new cards?

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