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Outlaws' Fury (Foil)

Outlaws of Thunder Junction · #136

CommonInstant
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Overview

Legality, special rules, and flavor text

Rules

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.)

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.

Flavor text

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

Card details

Printing, type line, and catalog data

Identity & printing

Card ID
OTJ-136--foil
Name
Outlaws' Fury (Foil)
Number
136
Rarity
Common
Variant
Foil

Type line & Magic stats

Types
Instant
Mana cost
{2}{R}
Mana value
3

Set, artist & references

Language
English
Game name
Magic: The Gathering

Battle

Abilities, attacks, weakness & resistance

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