MagicField guides

Mechanics

The set’s mechanics with worked examples, then every word on the cards.

Outlaws

Assassins, Mercenaries, Pirates, Rogues and Warlocks are outlaws. Having any one of those types is enough.

How it works

  1. Check a creature’s complete type line.
  2. An effect referring to an outlaw normally means an outlaw permanent unless it specifies a spell or card.

On the card

Vial Smasher, Gleeful Grenadier
Vial Smasher, Gleeful Grenadier
Uncommon · Legendary Creature — Goblin Mercenary · At the table

Your Mercenary tokens trigger Vial Smasher when they enter, even though they are not cards.

Watch out

  • Outlaw is an umbrella term, not a separate creature type that replaces the five types.
Rules detail & sourcesWizards · Outlaws of Thunder Junction mechanics · Wizards · Outlaws of Thunder Junction release notes

Crimes

You commit a crime when your spell or ability targets an opponent, something they control, or a card in their graveyard.

How it works

  1. The crime happens when the spell is cast or the ability is put on the stack, before resolution.
  2. Triggered abilities with those targets qualify too.

On the card

Intimidation Campaign
Intimidation Campaign
Uncommon · Enchantment · At the table

Target an opposing creature with removal to trigger Campaign’s return ability. Recast Campaign later to drain and draw again.

Watch out

  • Untargeted damage or discard is not a crime. Countering your spell does not undo the crime already committed.
Rules detail & sourcesWizards · Outlaws of Thunder Junction mechanics · Wizards · Outlaws of Thunder Junction release notes

Plot

At sorcery speed, pay the plot cost to exile the card from your hand. Cast it for free at sorcery speed on a later turn.

How it works

  1. Plotting is a special action, not casting the card.
  2. Other effects can make cards plotted; they use the same later-turn casting rule.

On the card

Plan the Heist
Plan the Heist
Uncommon · Sorcery · At the table

Plot Heist while you have mana, then cast it on a future turn when drawing three leaves mana available for another spell.

Watch out

  • You cannot cast it on the turn it became plotted. An instant that becomes plotted still follows the plot permission’s sorcery timing.
Rules detail & sourcesWizards · Outlaws of Thunder Junction mechanics · Wizards · Outlaws of Thunder Junction release notes

Saddle

Tap other untapped creatures with enough total power to make the Mount saddled until end of turn.

How it works

  1. Activate saddle only at sorcery speed.
  2. Read the Mount’s attack reward; it can attack without being saddled if otherwise able.

On the card

Trained Arynx
Trained Arynx
Common · Creature — Cat Beast Mount · At the table

Saddle Arynx before combat to gain its saddled attack benefits, while deciding which tapped creatures you can afford not to attack with.

Watch out

  • A Mount is already a creature. Saddle does not animate it like crew animates a Vehicle, and saddling does not itself tap the Mount.
Rules detail & sourcesWizards · Outlaws of Thunder Junction mechanics · Wizards · Outlaws of Thunder Junction release notes

Spree

Choose one or more modes and add their listed costs to the spell’s base cost.

How it works

  1. Choose each mode at most once and pay all selected additions.
  2. The spell’s mana value still comes from the mana cost printed at the top.

On the card

Explosive Derailment
Explosive Derailment
Common · Instant · At the table

One mode costs three total mana; choosing both costs five and can damage a creature while destroying an artifact.

Watch out

  • A free-cast effect does not waive spree’s additional costs. You still must choose at least one mode.
Rules detail & sourcesWizards · Outlaws of Thunder Junction mechanics · Wizards · Outlaws of Thunder Junction release notes

Deserts

Desert is a land subtype that other cards count or search for. Each Desert has its own printed abilities.

How it works

  1. Two-color Deserts in this set enter tapped and can deal damage to a targeted opponent.
  2. That targeted enter trigger can commit a crime.

On the card

Outcaster Greenblade
Outcaster Greenblade
Uncommon · Creature — Human Mercenary · At the table

Greenblade finds a Desert or basic land and grows as you control more Deserts. The searched card goes to your hand.

Watch out

  • A Desert is not necessarily a basic land. Do not assume every land-search effect can find one.
Rules detail & sourcesWizards · Outlaws of Thunder Junction mechanics · Wizards · Outlaws of Thunder Junction release notes

Mercenary tokens

The red 1/1 Mercenary tokens can tap at sorcery speed to give a creature you control +1/+0 for the turn.

How it works

  1. They are outlaws and can support both attacks and power-based rewards.
  2. Targeting your own creature with their ability is not a crime.

On the card

Ertha Jo, Frontier Mentor
Ertha Jo, Frontier Mentor
Uncommon · Legendary Creature — Kor Advisor · At the table

Ertha Jo creates a Mercenary and can copy its targeted ability, letting the bonus help one creature twice or two different creatures.

Watch out

  • A newly created Mercenary cannot use its tap ability without haste. The bonus does not add toughness.
Rules detail & sourcesWizards · Outlaws of Thunder Junction mechanics · Wizards · Outlaws of Thunder Junction release notes

Fastlands

These two-color lands enter untapped only when you control two or fewer other lands.

How it works

  1. Count your other lands as the land would enter.
  2. They are useful early but usually enter tapped as your fourth or later land.

On the card

Blooming Marsh
Blooming Marsh
Rare · Land · At the table

Playing Marsh as your third land can keep all three mana available that turn.

Watch out

  • The condition counts every other land, not just lands with basic types.
Rules detail & sourcesWizards · Outlaws of Thunder Junction mechanics · Wizards · Outlaws of Thunder Junction release notes

Commander bounties

Bounties are an optional shared Commander mini-game using at least six different bounty cards.

How it works

  1. Start on the starting player’s third turn. Only the active player can claim one reward in a turn.
  2. An unclaimed bounty increases its reward, up to level four. Reveal the next bounty at the start of the next turn after a claim.

On the card

Bounty: Lyssa, Sterling Collector
Bounty: Lyssa, Sterling Collector
Common · Card // Card · At the table

Read the bounty’s capture condition and claim the current reward when you fulfill it during your turn.

Watch out

  • Bounties are not part of an ordinary Booster Draft. When the bounty deck runs out, shuffle all bounty cards to reuse it.
Rules detail & sourcesWizards · Outlaws of Thunder Junction mechanics · Wizards · Outlaws of Thunder Junction release notes

Glossary

Every word on the cards and in the deck plans, defined once. Find a term, read its wording, then see it on a card.

64 terms · A–ZComprehensive Rules effective Sep 25 · checked Oct 29

Symbols

A

Adventure

Card mechanic

You may cast the Adventure half instead of the permanent half. If the Adventure resolves, exile the card; you may later play its permanent half from there, paying the normal cost and following its timing.

Watch out: If the Adventure is countered or all its targets become illegal, it does not resolve and normally goes to the graveyard. You can also cast the permanent half directly.

Affinity

Keyword ability

Reduce the generic part of this spell’s cost by one for each permanent of the specified kind you control.

Watch out: It does not reduce the colored mana symbols. Check exactly what the card has affinity for.

C

Charge, quest, and time counters

Counter

These named counters track whatever the card’s abilities say. Their names alone do not give a universal bonus or penalty.

Watch out: For example, vanishing uses time counters as a countdown. Read the particular card before deciding what adding another counter will do.

Curve

Strategy

A mix of costs that lets you use your mana on early and late turns.

Cycling

Keyword ability

From your hand, pay the cycling cost and discard this card to draw a card.

Watch out: Cycling is an activated ability, not casting the card. Typecycling searches for a specified kind of card instead.

D

Destroy

Keyword action

Move a permanent from the battlefield to its owner’s graveyard because an effect or lethal damage destroys it.

Watch out: Indestructible stops destruction. Sacrificing, exiling, and reducing toughness to 0 are different ways for a creature to leave.

Domain

Ability word

This label groups effects that count the basic land types among lands you control: Plains, Island, Swamp, Mountain, and Forest.

Watch out: Count types, not lands. A nonbasic land with a basic land type can count; a land with none of those types does not.

E

Equip

Keyword ability

Pay the equip cost to attach this Equipment to a target creature you control. Normally, activate equip only in your main phase when the stack is empty.

Watch out: The Equipment usually stays on the battlefield when the creature leaves. Moving it to another creature normally costs another equip activation.

F

H

Hideaway

Card mechanic

When this permanent enters, look at the stated number of library cards, exile one face down and put the others on the bottom randomly. Its separate ability says when you can play that card; hideaway alone grants no casting permission.

I

K

L

Landfall

Ability word

This label groups abilities that reward a land entering under your control. The rest of each card tells you its effect.

Watch out: A land entering from a spell can trigger landfall too. The label itself adds no rules; read the actual ability.

M

Madness

Card mechanic

When you discard this card, exile it instead. Its trigger lets you cast it for the madness cost then, even outside normal sorcery timing. If you decline, put it into your graveyard.

O

P

Proliferate

Keyword action

Choose any number of permanents or players that already have counters. Give each chosen one another counter of every kind it already has.

Watch out: You cannot add the first counter of a kind this way. If a chosen permanent has a harmful counter, that kind increases too.

Protection

Card mechanic

Protection from a quality prevents damage from sources of that quality and stops their targeting, blocking, enchanting and equipping. It does not stop untargeted destruction or sacrifice effects.

Prowess

Keyword ability

Whenever you cast a noncreature spell, this creature gets +1/+1 until the turn ends.

Watch out: Lands are not spells. The prowess trigger can resolve even if the spell that triggered it is countered.

R

Raid

Card mechanic

Raid checks whether you attacked with a creature this turn. That creature need not have dealt damage or still be on the battlefield. Read each card’s specific reward.

S

Signal

Strategy · Draft

Repeated useful cards arriving late may indicate an open color; one card is weak evidence.

Stun counters

Counter

If a permanent with a stun counter would untap, remove one stun counter instead and leave it tapped.

Watch out: The counter does not tap an untapped permanent by itself. Several stun counters can stop several separate untaps.

Synergy

Strategy

Cards helping each other do a useful job.

T

V

W

Terms shared across sets: Learn glossary →