Outlaws' Fury

Mana Value

3

Rarity

common

Outlaws' Fury

Instant

{2}{R}
Color Identity: R

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.)

Set

Outlaws of Thunder Junction

(OTJ)

EDHREC Rank

#16,671

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.

Wotc — April 12, 2024

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.

Wotc — April 12, 2024

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.

Wotc — April 12, 2024

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.

Wotc — April 12, 2024

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

Wotc — April 12, 2024