The new mechanics in Outlaws of Thunder Junction
Welcome to Thunder Junction, where the clash of Magic and the Wild West brings forth a frontier of new cards, boasting new and fascinating abilities.
In today’s exploration, we'll unveil the mechanics behind five notorious outlaws and their schemes. 🤠🔥

Outlaws
In Thunder Junction, certain cards hold a special regard for Outlaws (think Party from Zendikar Rising and Baldur's Gate), offering rewards to those who command them. Outlaws are creatures belonging to one of five distinct types:
- Assassin
- Mercenary
- Pirate
- Rogue
- Warlock
That can be seen from the following example:
Card | Description |
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Name: At Knifepoint |
The first ability of this enchantment will give all of your outlaws first strike.
Commit a Crime
In this lawless land, deeds speak louder than words. Some cards in Thunder Junction thrive on mischief, rewarding players for targeting opponents, their possessions, or cards in their graveyard. Committing a crime, albeit in the game, pays off handsomely.
Committing a crime entails casting a spell, activating an ability, or placing an ability on the stack that targets an opponent, a spell or ability under their control, a permanent they possess, or a card in their graveyard. This transgression occurs immediately upon casting the spell or activating the ability, regardless of its subsequent resolution or outcome.
Card | Description |
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Name: Marauding Sphinx |
For the cost of five mana, you gain access to a formidable 3/5 flyer. But the intrigue doesn't end there. Should you unleash a Lightning Bolt, aiming it at either your opponent or any of their creatures, you unlock the ability to surveil 2. And should you employ a Scavenging Ooze to exile a card from your opponent's graveyard, you're rewarded with another surveil 2.
Plot
Plotting in Thunder Junction is akin to laying a trap. Cards with plot offer an alternative casting method, allowing players to pay a plot cost and exile the card, only to cast it later without mana cost but as sorcery speed.
Consider the example below:
Card | Description |
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Name: Irascible Wolverine |
While paying upfront for a later benefit might sound strange, there are several advantages:
Explosive Turns: Build up your mana early by plotting cards, then unleash a powerful combo later without worrying about leftover mana.
Playing Around Removal: If you suspect your opponent might use a board wipe, plot your creatures to avoid losing them. Cast them freely later when the coast is clear.
Dodging Discard: Fearing your opponent will discard your key cards? Plot them to keep them safe from discard effects, or risk having too many cards in your hand.
Bonus Synergies: The set offers cards that work even better with plotting. Imagine a card that gets a bonus if you didn't cast a spell during your turn. Plotting a card wouldn't trigger this effect, allowing you to set up powerful plays!
Saddle
Every cowboy needs a trusty steed. Saddle, a mechanic exclusive to Mount creatures, requires tapping untapped creatures with sufficient combined power. This bestows temporary enhancements upon the mount, similar to Crew for Vehicles.
Take, for example, the card below:
Card | Description |
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Name: Quilled Charger |
For four mana you get a 4/3. Even without using its saddle ability, it’s still a creature that can attack and block just like any other creature would.
However, you can activate its saddle cost by tapping, let’s say your untapped Grizzly Bears. If you do so, Quilled Charger becomes saddled until end of turn. So, now you can attack with it, and it’ll get +1/+2 and menace for this turn, making it a 5/5. Now that’s a very relevant attacker.
Spree
Finally, we have Spree, a versatile mechanic offering multiple options with varying costs. When casting a spree card, players choose their desired effects and pay the respective costs. Behold the cunning Shifting Grift:
Card | Description |
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Name: Shifting Grift |
The card may appear to cost only two blue mana, but that's not quite accurate. You must choose at least one effect to cast it. If you opt to swap just two artifacts, the true cost becomes 1UU. Alternatively, swapping two creatures raises the cost to 2UU.
What if you desire both options? Then, you must fork over 3UU. And if you're feeling ambitious and want to select all three effects, prepare to spend a total of six mana.
In essence, spree introduces the potential for highly adaptable cards, allowing you to adjust the cost based on your desired outcomes.