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Outlaws of Thunder Junction Instant-Speed Tricks


This is a list of all the instant-speed tricks in Outlaws of Thunder Junction. Each color is sorted by converted mana cost.

  • Colors other than Red have multiple creatures with flash and/or instants that create tokens, although both the Green cards that do so are Rares. White, Blue, and Black each have a 2/2 flyer at Common for three- or four-mana, and White has a second one at Rare.
  • Thirteen of the instants in the list have Spree; each color has at least one, and White, Blue, and Red have three or four each. Cards with Spree function like modal spells in the early game, but players can pay for additional modes as they have more mana. Some of them can have a significant impact on the game when multiple modes are paid for, either generating card advantage or making combat math very difficult. The most backbreaking ones are Rare or Mythic, but Return the Favor and Trash the Town at Uncommon could also swing games under the right circumstances.
  • There is a fair bit of instant-speed removal in the format. White has a Common, two Uncommons, and a Mythic. Blue has two bounce spells, one each at Common and Uncommon. Black has three Commons and three Uncommons, including one unconditional removal spell at both of those rarities. Red has three Commons and an Uncommon, and Green has one Uncommon.
  • There are also multiple ways to allow creatures to survival removal. Such cards don't always make the cut in Limited formats because of their reactive nature and because you can only use them when you have mana open, but those with Spree do also have other modes which should make them more playable. White has one each at Common, Uncommon, and Mythic. Blue has Fleeting Reflection at Uncommon, Black has Fake Your Own Death at Common, and Green has Snakeskin Veil at Common and Smuggler's Surprise at Rare.
Color Mana Cost Card Rarity Type Oracle Text Notes
White Steer Clear Common Instant Steer Clear deals 2 damage to target attacking or blocking creature. Steer Clear deals 4 damage to that creature instead if you controlled a Mount as you cast this spell.
Take Up the Shield Common Instant Put a +1/+1 counter on target creature. It gains lifelink and indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Bovine Intervention Uncommon Instant Destroy target artifact or creature. Its controller creates a 2/2 white Ox creature token.
- Rustler Rampage Uncommon Instant Spree (Choose one or more additional costs.) + {1} — Untap all creatures target player controls. + {1} — Target creature gains double strike until end of turn.
- Getaway Glamer Uncommon Instant Spree (Choose one or more additional costs.) + {1} — Exile target nontoken creature. Return it to the battlefield under its owner's control at the beginning of the next end step. + {2} — Destroy target creature if no other creature has greater power.
- Final Showdown Mythic Instant 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.
Holy Cow Common Creature Flash Flying When Holy Cow enters the battlefield, you gain 2 life and scry 1. (Look at the top card of your library. You may put that card on the bottom.) 2/2
Aven Interrupter Rare Creature Flash Flying When Aven Interrupter enters the battlefield, exile target spell. It becomes plotted. (Its owner may cast it as a sorcery on a later turn without paying its mana cost.) Spells your opponents cast from graveyards or from exile cost {2} more to cast. 2/2
Mystical Tether Common Enchantment You may cast Mystical Tether as though it had flash if you pay {2} more to cast it. When Mystical Tether enters the battlefield, exile target artifact or creature an opponent controls until Mystical Tether leaves the battlefield.
Blue Take the Fall Common Instant Target creature gets -1/-0 until end of turn. It gets -4/-0 until end of turn instead if you control an outlaw. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.) Draw a card.
Failed Fording Common Instant Return target nonland permanent to its owner's hand. If you control a Desert, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
- Phantom Interference Common Instant Spree (Choose one or more additional costs.) + {3} — Create a 2/2 white Spirit creature token with flying. + {1} — Counter target spell unless its controller pays {2}. 2/2
Fleeting Reflection Uncommon Instant Target creature you control gains hexproof until end of turn. Untap that creature. Until end of turn, it becomes a copy of up to one other target creature.
- Metamorphic Blast Uncommon Instant Spree (Choose one or more additional costs.) + {1} — Until end of turn, target creature becomes a white Rabbit with base power and toughness 0/1. + {3} — Target player draws two cards.
/ This Town Ain't Big Enough Uncommon Instant This spell costs {3} less to cast if it targets a permanent you control. Return up to two target nonland permanents to their owners' hands.
- Three Steps Ahead Rare Instant Spree (Choose one or more additional costs.) + {1}{U} — Counter target spell. + {3} — Create a token that's a copy of target artifact or creature you control. + {2} — Draw two cards, then discard a card. Copy of creature controlled by that player
Daring Thunder-Thief Common Creature Flash Daring Thunder-Thief enters the battlefield tapped. Tapped 4/4
Stop Cold Common Enchantment Flash Enchant artifact or creature When Stop Cold enters the battlefield, tap enchanted permanent. Enchanted permanent loses all abilities and doesn't untap during its controller's untap step.
Stoic Sphinx Rare Creature Flash Flying Stoic Sphinx has hexproof as long as you haven't cast a spell this turn. 5/3
Black Corrupted Conviction Common Instant As an additional cost to cast this spell, sacrifice a creature. Draw two cards.
Skulduggery Common Instant Until end of turn, target creature you control gets +1/+1 and target creature an opponent controls gets -1/-1.
Desert's Due Common Instant Target creature gets -2/-2 until end of turn. It gets an additional -1/-1 until end of turn for each Desert you control.
Fake Your Own Death Common Instant Until end of turn, target creature gets +2/+0 and gains "When this creature dies, return it to the battlefield tapped under its owner's control and you create a Treasure token." (It's an artifact with "{T}, Sacrifice this artifact: Add one mana of any color.")
Shoot the Sheriff Uncommon Instant Destroy target non-outlaw creature. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws. Everyone else is fair game.)
- Unfortunate Accident Uncommon Instant Spree (Choose one or more additional costs.) + {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." 1/1
Neutralize the Guards Uncommon Instant Creatures target opponent controls get -1/-1 until end of turn. Surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Rooftop Assassin Common Creature Flash Flying, lifelink When Rooftop Assassin enters the battlefield, destroy target creature an opponent controls that was dealt damage this turn. 2/2
Consuming Ashes Common Instant Exile target creature. If it had mana value 3 or less, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Ambush Gigapede Common Creature Flash When Ambush Gigapede enters the battlefield, target creature an opponent controls gets -2/-2 until end of turn. 6/2
Red Quick Draw Common Instant Target creature you control gets +1/+1 and gains first strike until end of turn. Creatures target opponent controls lose first strike and double strike until end of turn.
Thunder Salvo Common Instant Thunder Salvo deals X damage to target creature, where X is 2 plus the number of other spells you've cast this turn.
- Great Train Heist Rare Instant Spree (Choose one or more additional costs.) + {2}{R} — Untap all creatures you control. If it's your combat phase, there is an additional combat phase after this phase. + {2} — Creatures you control get +1/+0 and gain first strike until end of turn. + {R} — Choose target opponent. Whenever a creature you control deals combat damage to that player this turn, create a tapped Treasure token.
Outlaws' Fury Common Instant 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.)
- Explosive Derailment Common Instant Spree (Choose one or more additional costs.) + {2} — Explosive Derailment deals 4 damage to target creature. + {2} — Destroy target artifact.
Take for a Ride Uncommon Sorcery Take for a Ride has flash as long as you've committed a crime this turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.) Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
- Caught in the Crossfire Uncommon Instant Spree (Choose one or more additional costs.) + {1} — Caught in the Crossfire deals 2 damage to each outlaw creature. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.) + {1} — Caught in the Crossfire deals 2 damage to each non-outlaw creature.
- Return the Favor Uncommon Instant Spree (Choose one or more additional costs.) + {1} — Copy target instant spell, sorcery spell, activated ability, or triggered ability. You may choose new targets for the copy. + {1} — Change the target of target spell or ability with a single target.
Trick Shot Common Instant Trick Shot deals 6 damage to target creature and 2 damage to up to one other target creature token.
Green Snakeskin Veil Common Instant Put a +1/+1 counter on target creature you control. It gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
Gold Rush Uncommon Instant Create a Treasure token. Until end of turn, up to one target creature gets +2/+2 for each Treasure you control.
- Trash the Town Uncommon Instant Spree (Choose one or more additional costs.) + {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."
- Smuggler's Surprise Rare Instant Spree (Choose one or more additional costs.) + {2} — Mill four cards. You may put up to two creature and/or land cards from among the milled cards into your hand. + {4}{G} — You may put up to two creature cards from your hand onto the battlefield. + {1} — Creatures you control with power 4 or greater gain hexproof and indestructible until end of turn. Two creatures from that player's hand
Reach for the Sky Common Enchantment Flash Enchant creature Enchanted creature gets +3/+2 and has reach. When Reach for the Sky is put into a graveyard from the battlefield, draw a card.
Colossal Rattlewurm Rare Creature Colossal Rattlewurm has flash as long as you control a Desert. Trample {1}{G}, Exile Colossal Rattlewurm from your graveyard: Search your library for a Desert card, put it onto the battlefield tapped, then shuffle. 6/5
Betrayal at the Vault Uncommon Instant Target creature you control deals damage equal to its power to each of two other target creatures.
Multi-Color Slick Sequence Uncommon Instant Slick Sequence deals 2 damage to any target. If you've cast another spell this turn, draw a card.
Wrangler of the Damned Uncommon Creature Flash At the beginning of your end step, if you haven't cast a spell from your hand this turn, create a 2/2 white Spirit creature token with flying. 1/4
Annie Flash, the Veteran Mythic Creature 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. 4/5


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