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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.)
Abilities, attacks, weakness & resistance
Other cards from Outlaws of Thunder Junction
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Outlaws' Fury (OTJ 136) is a red instant from Outlaws of Thunder Junction that costs {2}{R}. It gives your creatures +2/+0 until end of turn and, if you control a creature with Assassin, Mercenary, Pirate, Rogue, or Warlock, it exiles the top card of your library and lets you play that card until the end of your next turn. The exile-and-play clause can provide card advantage or tempo by allowing additional plays across turns, including playing lands on your next turn if applicable.
Catalog pricing data as of 3 May 2026, 18:49