Before previews for Outlaws of Thunder Junction officially begin, I thought it would be fun to do another of my Duelist-style teasers where I give tiny hints of things to come. Note that I’m only giving you partial information.

First up, here are some things you can expect:

  • A new batch of five related creature types
  • A card capable of returning three different card types from the graveyard to the battlefield
  • A mechanic players have been asking us to do for many years gets made as the setting was the perfect place to finally do it
  • Dual lands with a land subtype that has never been on dual lands before
  • A new modal mechanic that introduces something different to think about
  • A card that can swap/exchange control of up to three different card types
  • A new creature token that has an ability no creature token has ever had before
  • A typal card for Skeletons and Zombies
  • Creature tokens in the set: (some might have abilities) 1/1 white Sheep, 1/1 blue Bird, 1/1 black Vampire Rogue, 1/1 red Mercenary, 2/1 green Varmint, 2/2 white Ox, 2/2 white Spirit, 2/2 blue and black Zombie, 3/1 red Dinosaur, 3/3 white Angel, 3/3 green Elk, 4/4 red Scorpion Dragon, X/X green Elemental, / Blue Ox
  • Some of the planes with legendary Villains in this set: Dominaria, Eldraine, Fiora, Innistrad, Ixalan, Kaladesh, Kaldheim, Kamigawa, New Capenna, and Ravnica

Next, here are some rules text that will be showing up on cards:

  • “Then repeat this process X more times.”
  • “if it wasn’t cast or no mana was spent to cast it.”
  • “Plotting cards from your hand costs {2} less.”
  • “You can’t cast this spell during your first, second, or third turns of the game.”
  • “That card gains flashback {0}”
  • “Target creature becomes a white Rabbit with a base power and toughness 0/1.”
  • “When you win that flip, copy that spell.”
  • “If a triggered ability of a legendary creature you control triggers, that ability triggers an additional time.”
  • “you get that many additional upkeep steps after this phase.”
  • “Oxen you control have double strike.”

Here are some creature type lines from the set:

  • Creature – Armadillo
  • Creature – Shark Rogue
  • Creature – Plant Bard
  • Creature – Coyote
  • Creature – Homarid Mercenary
  • Creature – Rhino Brawler
  • Creature – Ox Angel
  • Creature – Porcupine Mount
  • Legendary Creature – Kor Advisor
  • Legendary Creature – Giant Scout

Finally, here are some names in the set:

  • Claim Jumper
  • Form a Posse
  • Gold Rush
  • Great Train Heist
  • High Noon
  • Quick Draw
  • Reach for the Sky
  • Resilient Roadrunner
  • Shoot the Sheriff
  • This Town Ain’t Big Enough

Tune-in to our official YouTube and Twitch channels on 3/26 to see Oko and the gang in action with new card reveals. In preparation, catch-up on Outlaws of Thunder Junction’s story (https://magic.wizards.com/en/story) to bring yourself into the world.

  •  TehPers   ( @TehPers@beehaw.org ) 
    link
    fedilink
    English
    33 months ago

    Wastes don’t have land types, so I doubt it’s wastes dual lands (plus pain lands already do that). Desert duals maybe, since desert is a land type. There are some 5c deserts already though.

    For context:

    205.3i Lands have their own unique set of subtypes; these subtypes are called land types. The land types are Cave, Desert, Forest, Gate, Island, Lair, Locus, Mine, Mountain, Plains, Power-Plant, Sphere, Swamp, Tower, and Urza’s. Of that list, Forest, Island, Mountain, Plains, and Swamp are the basic land types. See rule 305.6.

    Interestingly enough, while Urza’s has been a subtype of lands with multiple subtypes (and even multiple types - Urza’s Saga), none of them have tapped for colored mana. They could do an Urza’s dual land if they’re referencing Dominaria.

    Otherwise, I could see Desert being likely, with Cave also being an option. They could also reuse one of the tron land types (Mine, Tower, or Power-Plant), but that doesn’t seem super likely since they’d probably just have that in the name and not in the type line.