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Magic

Magic the Gathering Outlaws of Thunder Junction Commander Deck

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$34.99 - $49.99

Description

Product Details

In Outlaws of Thunder Junction, your players will join Oko's crew of deadly desperados as they plot a heist in the frontier world of Thunder Junction. They'll face harsh deserts, hostile critters, and even rival outlaws—but with grit and gumption, they'll ride off into the sunset.

In Commander, four players come together to show their strength and strategy, with one player coming out on top. Each 100-card ready-to-play Outlaws of Thunder Junction Commander Deck makes it easy for Commander fans in your store to grab a deck and play right away.
 

WHAT'S INSIDE:

Each deck introduces 10 never-before-seen Commander cards to Magic: The Gathering. All reprints in the Commander decks have new art, suited to the Outlaws of Thunder Junction theme.

With Outlaws of Thunder Junction, Wizards of the Coast is moving away from the foil-etched display commanders that they previously included in Commander decks.[2] Each of the "face" legends of these Commander decks is therefor a traditional foil borderless card. These traditional foil versions of the "face" cards can only be found in Outlaws of Thunder Junction Commander decks and the Collector Booster Sample Packs. Non-foil versions can also be found in Collector Boosters.

Contents:


Each package contains:

1 borderless foil Commander
1 additional borderless foil Legendary card
98 regular cards
10 double-sided tokens
1 helper card
1 deck box
1 life wheel
1 Collector Booster Sample Pack (2 cards)
3 Bounty cards
Bounty cards
Bounty cards
Bounty cards

Bounty cards are a special addition to these Commander decks.[3] They represent villainous characters that are to be apprehended and are number T OTC #030-041. They have alternate card backs and are therefor not legal Magic cards.

When playing with bounties, all players use a shared side deck, called a bounty deck, which consists of minimum of six bounty cards. The bounty deck uses no more than one of any particular bounty card. After all, once they're caught, no sense in putting out another bounty on them, right? That's just throwing away good loot.

Bounties begin on the starting player's third turn. Each bounty card describes the condition under which a player may capture them and claim their reward. Only the player whose turn it is can claim a reward, and only one reward may be claimed per turn.

There are four different reward levels for bounties, and each bounty uses the same reward chart. If you claim a reward on the turn that bounty was first offered, you create a Treasure token — the level 1 reward. If a bounty goes unclaimed at the end of the turn, the reward level increases until the maximum reward is offered at level 4, two Treasure tokens and a card.

Once you claim a reward, set that bounty card aside. As the next turn begins, you'll reveal who's next to be on the run. If the bounty deck is depleted, there's been a jailbreak! Shuffle all the bounty cards back together to reform the bounty deck.

There are twelve bounty cards, with each deck featuring three unique ones:

Bounty: Squeakers the Sly
Bounty: Frankie the Fang
Bounty: Gorra Tash and Silas
Bounty: Lord Fajjal
Bounty: Lyssa, Sterling Collector
Bounty: Miron Tillas Jr.
Bounty: The Outsider
Bounty: Paq, Fleeting Filcher
Bounty: Rissa "Blades" Lee
Bounty: Sleepy Sovka
Bounty: Eriana, Wrecking Ball
Bounty: Vara Beth Hannifer

Mechanics:


There are some rare mechanics in the cards: Cipher, Convoke, Escape, Encore, Flashback, Ninjutsu and Storm. Outlaws and Plot are reused from the main set.

 

 

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