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Outlaws' Fury

Magic: The GatheringOutlaws of Thunder Junction#136

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Magic: The Gathering

Mana cost

Outlaws of Thunder JunctionOTJ · #136
Card type
Instant
Rarity
Common
Indicative price
0.06 € · ★ 0.11 € · 0.20 $ · ★ 0.19 $
Mana value
3
Colour
Red

Card text

Creatures you control get +2/+0 until end of turn. If you control an outlaw, exile the top card of your library. Until the end of your next turn, you may play that card. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.)

Format legality

  • BrawlLegal
  • CommanderLegal
  • CompetitivebrawlLegal
  • DuelLegal
  • FutureLegal
  • GladiatorLegal
  • HistoricLegal
  • LegacyLegal
  • ModernLegal
  • OathbreakerLegal
  • PauperLegal
  • PaupercommanderLegal
  • PioneerLegal
  • StandardLegal
  • StandardbrawlLegal
  • TimelessLegal
  • VintageLegal

Legalities follow the imported catalogue; check format rules before a tournament.
Data imported on 2026-10-06 (UTC).

Indicative Scryfall prices, updated daily. ★: foil; ★ E: etched foil. EUR and USD represent different markets.

Printing information

Illustrator
Diego Gisbert
Card language
English
Release date
2024-04-19

Flavour text

The only witness to their rampage was the stoic visage of the moon.

Rulings

A card, spell, or permanent is an outlaw if it has the Assassin, Mercenary, Pirate, Rogue, or Warlock creature type. It doesn't matter if it has more than one of those creature types; as long as it has at least one, it's an outlaw.

If an ability refers to an outlaw or whether a player controls an outlaw, it's referring only to permanents with one or more of the creature types specified above. Notably, it's not referring to any spell or card not on the battlefield. However, other abilities may refer to an "outlaw spell" or "outlaw card" in a zone other than the battlefield. Those abilities refer to spells and cards with one or more of the specified creature types.

Outlaw is not a creature type. If an effect asks you to choose a creature type, you can't choose outlaw.

Outlaws' Fury affects only creatures you control at the time it resolves. Creatures you begin to control later in the turn and noncreature permanents that become creatures later in the turn won't get +2/+0.

You pay all costs and follow all normal timing rules for a card played from exile this way. For example, if the exiled card is a land card, you may play it only during your main phase while the stack is empty.

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