[OTJ] update spoiler

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theelk801 2024-04-02 09:54:54 -04:00
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@ -52400,6 +52400,7 @@ Bounding Felidar|Outlaws of Thunder Junction|5|U|{5}{W}|Creature - Cat Beast Mou
Bovine Intervention|Outlaws of Thunder Junction|6|U|{1}{W}|Instant|||Destroy target artifact or creature. Its controller creates a 2/2 white Ox creature token.|
Bridled Bighorn|Outlaws of Thunder Junction|7|C|{3}{W}|Creature - Sheep Mount|3|4|Vigilance$Whenever Bridled Bighorn attacks while saddled, create a 1/1 white Sheep creature token.$Saddle 2|
Claim Jumper|Outlaws of Thunder Junction|8|R|{2}{W}|Creature - Rabbit Mercenary|3|3|Vigilance$When Claim Jumper enters the battlefield, if an opponent controls more lands than you, you may search your library for a Plains card and put it onto the battlefield tapped. Then if an opponent controls more lands than you, repeat this process once. If you search your library this way, shuffle.|
Dust Animus|Outlaws of Thunder Junction|9|R|{1}{W}|Creature - Spirit|2|3|Flying$If you control five or more untapped lands, Dust Animus enters the battlefield with two +1/+1 counters and a lifelink counter on it.$Plot {1}{W}|
Eriette's Lullaby|Outlaws of Thunder Junction|10|C|{1}{W}|Sorcery|||Destroy target tapped creature. You gain 2 life.|
Final Showdown|Outlaws of Thunder Junction|11|M|{W}|Instant|||Spree$+ {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.|
Fortune, Loyal Steed|Outlaws of Thunder Junction|12|R|{2}{W}|Legendary Creature - Beast Mount|2|4|When Fortune, Loyal Steed enters the battlefield, scry 2.$Whenever Fortune attacks while saddled, at end of combat, exile it and up to one creature that saddled it this turn, then return those cards to the battlefield under their owner's control.$Saddle 1|
@ -52443,7 +52444,7 @@ Fleeting Reflection|Outlaws of Thunder Junction|49|U|{1}{U}|Instant|||Target cre
Geralf, the Fleshwright|Outlaws of Thunder Junction|50|M|{2}{U}|Legendary Creature - Human Warlock|2|3|Whenever you cast a spell during your turn other than your first spell that turn, create a 2/2 blue and black Zombie Rogue creature token.$Whenever a Zombie enters the battlefield under your control, put a +1/+1 counter on it for each other Zombie that entered the battlefield under your control this turn.|
Geyser Drake|Outlaws of Thunder Junction|51|C|{2}{U}|Creature - Drake|2|3|Flying$As long as it's not your turn, spells you cast cost {1} less to cast.|
Harrier Strix|Outlaws of Thunder Junction|52|C|{U}|Creature - Bird|1|1|Flying$When Harrier Strix enters the battlefield, tap target permanent.${2}{U}: Draw a card, then discard a card.|
Jailbreak Scheme|Outlaws of Thunder Junction|53|C|{U}|Sorcery|||Spree$+ {3} -- Put a +1/+1 counter on target creature. It can't be blocked this turn. - + {2} -- Target artifact or creature's owner puts it on the top or bottom of their library.|
Jailbreak Scheme|Outlaws of Thunder Junction|53|C|{U}|Sorcery|||Spree$+ {3} -- Put a +1/+1 counter on target creature. It can't be blocked this turn.$+ {2} -- Target artifact or creature's owner puts it on the top or bottom of their library.|
The Key to the Vault|Outlaws of Thunder Junction|54|R|{1}{U}|Legendary Artifact - Equipment|||Whenever equipped creature deals combat damage to a player, look at that many cards from the top of your library. You may exile a nonland card from among them. Put the rest on the bottom of your library in a random order. You may cast the exiled card without paying its mana cost.$Equip {2}{U}|
Loan Shark|Outlaws of Thunder Junction|55|C|{3}{U}|Creature - Shark Rogue|3|4|When Loan Shark enters the battlefield, if you've cast two or more spells this turn, draw a card.$Plot {3}{U}|
Marauding Sphinx|Outlaws of Thunder Junction|56|U|{3}{U}{U}|Creature - Sphinx Rogue|3|5|Flying, vigilance, ward {2}$Whenever you commit a crime, surveil 2. This ability triggers only once each turn.|
@ -52451,7 +52452,7 @@ Metamorphic Blast|Outlaws of Thunder Junction|57|U|{U}|Instant|||Spree$+ {1} --
Nimble Brigand|Outlaws of Thunder Junction|58|U|{2}{U}|Creature - Human Rogue|1|3|Nimble Brigand can't be blocked if you've committed a crime this turn.$Whenever Nimble Brigand deals combat damage to a player, draw a card.|
Outlaw Stitcher|Outlaws of Thunder Junction|59|U|{3}{U}|Creature - Human Warlock|1|4|When Outlaw Stitcher enters the battlefield, create a 2/2 blue and black Zombie Rogue creature token, then put two +1/+1 counters on that token for each spell you've cast this turn other than the first.$Plot {4}{U}|
Peerless Ropemaster|Outlaws of Thunder Junction|60|C|{4}{U}|Creature - Human Rogue|4|4|When Peerless Ropemaster enters the battlefield, return up to one target tapped creature to its owner's hand.|
Phantom Interference|Outlaws of Thunder Junction|61|C|{U}|Instant|||Spree$+ {2} -- Create a 2/2 white Spirit creature token with flying.$+ {1} -- Counter target spell unless its controller pays 2.|
Phantom Interference|Outlaws of Thunder Junction|61|C|{U}|Instant|||Spree$+ {3} -- Create a 2/2 white Spirit creature token with flying.$+ {1} -- Counter target spell unless its controller pays {2}.|
Plan the Heist|Outlaws of Thunder Junction|62|U|{2}{U}{U}|Sorcery|||Surveil 3 if you have no cards in hand. Then draw three cards.$Plot {3}{U}|
Razzle-Dazzler|Outlaws of Thunder Junction|63|C|{1}{U}|Creature - Human Wizard|1|2|Whenever you cast your second spell each turn, put a +1/+1 counter on Razzle-Dazzler. It can't be blocked this turn.|
Seize the Secrets|Outlaws of Thunder Junction|64|C|{2}{U}|Sorcery|||This spell costs {1} less to cast if you've committed a crime this turn.$Draw two cards.|
@ -52486,9 +52487,9 @@ Kaervek, the Punisher|Outlaws of Thunder Junction|92|R|{1}{B}{B}|Legendary Creat
Lively Dirge|Outlaws of Thunder Junction|93|U|{1}{B}|Sorcery|||Spree$+ {1} -- Search your library for a card, put it into your graveyard, then shuffle.$+ {2} -- Return up to two creature cards with total mana value 4 or less from your graveyard to the battlefield.|
Mourner's Surprise|Outlaws of Thunder Junction|94|C|{1}{B}|Sorcery|||Return up to one target creature card from your graveyard to your hand. Create a 1/1 red Mercenary creature token with "{T}: Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery."|
Neutralize the Guards|Outlaws of Thunder Junction|95|U|{2}{B}|Instant|||Creatures target opponent controls get -1/-1 until end of turn. Surveil 2.|
Nezumi Linkbreaker|Outlaws of Thunder Junction|96|C|{B}|Creature - Rat Warlock|1|1|When Nezumi Linkbreaker dies, create a 1/1 red Mercenary creature token with "e: Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery."|
Nezumi Linkbreaker|Outlaws of Thunder Junction|96|C|{B}|Creature - Rat Warlock|1|1|When Nezumi Linkbreaker dies, create a 1/1 red Mercenary creature token with "{T}: Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery."|
Overzealous Muscle|Outlaws of Thunder Junction|97|C|{4}{B}|Creature - Ogre Mercenary|5|4|Whenever you commit a crime during your turn, Overzealous Muscle gains indestructible until end of turn.|
Pitiless Carnage|Outlaws of Thunder Junction|98|R|{3}{B}|Sorcery|||Sacrifice any number of permanents you control. Draw that many cards.$Plot {1}{B}{B}|
Pitiless Carnage|Outlaws of Thunder Junction|98|R|{3}{B}|Sorcery|||Sacrifice any number of permanents you control, then that many cards.$Plot {1}{B}{B}|
Rakish Crew|Outlaws of Thunder Junction|99|U|{2}{B}|Enchantment|||When Rakish Crew enters the battlefield, create a 1/1 red Mercenary creature token with "{T}: Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery."$Whenever an outlaw you control dies, each opponent loses 1 life and you gain 1 life.|
Rattleback Apothecary|Outlaws of Thunder Junction|100|U|{2}{B}|Creature - Gorgon Warlock|3|2|Deathtouch$Whenever you commit a crime, target creature you control gains your choice of menace or lifelink until end of turn.|
Raven of Fell Omens|Outlaws of Thunder Junction|101|C|{1}{B}|Creature - Bird|1|2|Flying$Whenever you commit a crime, each opponent loses 1 life and you gain 1 life. This ability triggers only once each turn.|
@ -52504,7 +52505,7 @@ Treasure Dredger|Outlaws of Thunder Junction|110|U|{1}{B}|Creature - Human Rogue
Unfortunate Accident|Outlaws of Thunder Junction|111|U|{B}|Instant|||Spree$+ {2}{B} -- Destroy target creature.$+ {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."|
Unscrupulous Contractor|Outlaws of Thunder Junction|112|U|{2}{B}|Creature - Human Assassin|3|2|When Unscrupulous Contractor enters the battlefield, you may sacrifice a creature. When you do, target player draws two cards and loses 2 life.$Plot {2}{B}|
Vadmir, New Blood|Outlaws of Thunder Junction|113|R|{1}{B}|Legendary Creature - Vampire Rogue|2|2|Whenever you commit a crime, put a +1/+1 counter on Vadmir, New Blood. This ability triggers only once each turn.$As long as Vadmir has four or more +1/+1 counters on it, it has menace and lifelink.|
Vault Plunderer|Outlaws of Thunder Junction|114|C|{2}{B}|Creature - Human Rogue|3|1||
Vault Plunderer|Outlaws of Thunder Junction|114|C|{2}{B}|Creature - Human Rogue|3|1|When Vault Plunderer enters the battlefield, target player draws a card and loses 1 life.|
Brimstone Roundup|Outlaws of Thunder Junction|115|U|{1}{R}|Enchantment|||Whenever you cast your second spell each turn, 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."$Plot {2}{R}|
Calamity, Galloping Inferno|Outlaws of Thunder Junction|116|R|{4}{R}{R}|Legendary Creature - Horse Mount|4|6|Haste$Whenever Calamity, Galloping Inferno attacks while saddled, choose a nonlegendary creature that saddled it this turn and create a tapped and attacking token that's a copy of it. Sacrifice that token at the beginning of the next end step. Repeat this process once.$Saddle 1|
Caught in the Crossfire|Outlaws of Thunder Junction|117|U|{R}{R}|Instant|||Spree$+ {1} -- Caught in the Crossfire deals 2 damage to each outlaw creature.$+ {1} -- Caught in the Crossfire deals 2 damage to each non-outlaw creature.|
@ -52579,6 +52580,7 @@ Throw from the Saddle|Outlaws of Thunder Junction|185|C|{1}{G}|Sorcery|||Target
Trash the Town|Outlaws of Thunder Junction|186|U|{G}|Instant|||Spree$+ {2} -- Put two +1/+1 counters on target creature.$+ {1} -- Target creature gains trample until end of turn.$+ {1} -- Until end of turn, target creature gains "Whenever this creature deals combat damage to a player, draw two cards."|
Tumbleweed Rising|Outlaws of Thunder Junction|187|C|{1}{G}|Sorcery|||Create an X/X green Elemental creature token, where X is the greatest power among creatures you control.$Plot {2}{G}|
Voracious Varmint|Outlaws of Thunder Junction|188|C|{1}{G}|Creature - Varmint|2|2|Vigilance${1}, Sacrifice Voracious Varmint: Destroy target artifact or enchantment.|
Akul the Unrepentant|Outlaws of Thunder Junction|189|R|{B}{B}{R}{R}|Legendary Creature - Scorpion Dragon Rogue|5|5|Flying, trample$Sacrifice three other creatures: You may put a creature card from your hand onto the battlefield. Activate only as a sorcery and only once each turn.|
Annie Flash, the Veteran|Outlaws of Thunder Junction|190|M|{3}{R}{G}{W}|Legendary Creature - Human Rogue|4|5|Flash$When Annie Flash, the Veteran enters the battlefield, if you cast it, return target permanent card with mana value 3 or less from your graveyard to the battlefield tapped.$Whenever Annie Flash becomes tapped, exile the top two cards of your library. You may play those cards this turn.|
Annie Joins Up|Outlaws of Thunder Junction|191|R|{1}{R}{G}{W}|Legendary Enchantment|||When Annie Joins Up enters the battlefield, it deals 5 damage to target creature or planeswalker an opponent controls.$If a triggered ability of a legendary creature you control triggers, that ability triggers an additional time.|
Assimilation Aegis|Outlaws of Thunder Junction|192|M|{1}{W}{U}|Artifact - Equipment|||When Assimilation Aegis enters the battlefield, exile up to one target creature until Assimilation Aegis leaves the battlefield.$Whenever Assimilation Aegis becomes attached to a creature, for as long as Assimilation Aegis remains attached to it, that creature becomes a copy of a creature card exiled with Assimilation Aegis.$Equip {2}|