Outlaws of Thunder Junction - White

Holy Cow by Justyna Dura
White | Blue | Black | Red | Green | Artifacts & Lands | Allied & Shards | Enemy & Wedges | cEDH | Reprints | Pauper/Budget
You've Yee'd Your Last Haw
Howdy, partner. I'm Michael Celani, and I'm upset westerns get to be their own genre of film. I wanna watch a blockbuster midwestern, dammit! Anyway, you know how it goes by now: Wizards tosses up the cards, I shoot 'em down, and then I go back to drinking at the saloon when they open at eleven-thirty. Let's get started!
Mythics
Collector's Cage
That Marble Blast Gold level I could never clear as a kid has reinvented itself in my adulthood as an entirely different flavor of nightmare.
As far as I'm concerned, Collector's Cage
Final Showdown
The Spree cards are challenging to parse. Often enough, each choice on these cards are related in such a way that it's extremely easy to laser-focus in on the spell's golden scenario and miss the forest for the trees. After all, there's seven modes on Final Showdown
Case in point, reading all three of its spree choices together positions Final Showdown
That's when you have to start looking at other combinations of modes to unlock the true potential of the card. I'm assuming that the most common play in reality will be at two mana, where you're using it as an instant-speed spell that saves a creature you control by giving it indestructible. This isn't spectacular, as good single-target protection also gives hexproof and tends to clock in at one mana these days, but a huge benefit of Final Showdown
Speaking of the Reaper, if you don't particularly care about saving your own creatures or even if you'd prefer they be in the graveyard, a six-mana board wipe at instant speed is an excellent rattlesnake against someone fielding a gigantic board. Threaten your opponents with it in the same way you'd threaten a Fog
Of course, none of these uses alone are spectacular, but all of these modes are packed together into just one slot, making it extremely flexible. As for where to put it, seeing as its most common use will likely be single-target protection, consider replacing your Loran's Escape
Oltec Matterweaver
Karnstructs
Rares
Angelic Sell-Sword
And speaking of go-wide all-stars, let's meet Angelic Sell-Sword
Anyway, this Sell-Sword
Angel of Indemnity
Okay, Angel of Indemnity
The only true regression it has in comparison to the original is that you can't swing with it to get more stuff back, but if you're being realistic, you couldn't do that more than once or twice with Sun Titan
Another Round
Another Round
Aven Interrupter
So I'm halfway through the mythics and rares, and I've gotta say, this set is stacked for white so far. I can't remember the last time I was this positive for a portfolio of cards across the board, and I'm happy to report that Aven Interrupter
All of this is stapled onto a flying 2/2 for good measure. There will be at least one game decided by this as a surprise blocker, mark my words, and as it's a creature, for those of you playing the drinking game at home, this will be the fifth card I've mentioned the blink archetype in. Down the rest of the bottle if you haven't already; your opponents will when they see you cast this in your Emiel the Blessed
Claim Jumper
A Knight of the White Orchid
Dust Animus
Let me just get this off my chest: I've got a bias for lifelinking fliers. A lifelinking creature's power to keep you in the game for longer is usually balanced out by their stats making them fragile enough to not survive combat all that often. Flying literally gets around that downside, and as a result, you're much more likely to generate enough of a life differential that opportunistic attacks and small pings don't kill you in the long run. In that context, and the fact that I'm reading Dust Animus
Fortune, Loyal Steed
Oh, thank heavens, a bad card. I was worried I'd have to be positive the whole article.
Golden Argosy
One Last Job
I have to give Wizards credit: they're pricing the spree spells splendidly. Four mana is the going rate for a Resurrection
Do the extra modes, then, catapult One Last Job into playability for other archetypes? Let's start with an additional one mana to recur a Mount or Vehicle. We can safely ignore the Mounts: there's only seventeen of them so far, and, like, ten of them suck, so I'm sorry to say that more often than not your dead horses are going to remain beaten. Vehicles have a little bit more give, and it would be legitimately terrifying to bring back your Shorikai, Genesis Engine or Parhelion II for four, but in the Vehicles deck you're better off finding more general ways to cast artifacts from your graveyard instead. Most Vehicles are cheap, so something like Emry, Lurker of the Loch or Tameshi, Reality Architect will provide you more value in the long run.
The Aura and Equipment mode is clearly the winner here, since there's much more of an opportunity to cheat out a giant threat, like Eldrazi Conscription or Argentum Armor, and put it onto your Voltron commander. That is a niche only this card can fill, by the way: you might remember Unfinished Business from a few sets ago, but that one specifically requires you to put the recurred Auras and Equipment onto the creature you revived. The absolute terror most players feel at the prospect of having your reanimation spell countered meant you were almost never bringing back your commander with the fixin's like you wanted, so you'd always have to settle for some other creature carrying your Colossus Hammer into battle instead of good-ol' Rafiq of the Many. This tangent's a long-winded way of saying yes, One Last Job can support a Voltron archetype, and it's commendable it can. But if it's not Voltron or nonblack reanimator, this card's not worth a slot. Run some protection or another threat instead.
Sand Scout
I will be outright flabbergasted and concede on the spot if I see Sand Scout in any deck that's not run by Hazezon, Shaper of Sand or Yuma, Proud Protector.
We Ride at Dawn
We Ride at Dawn excels if you're playing exactly one kind of deck: go-wide legendaries. Unlike my experiments with horses and goldfish, I never considered that legendary-matters and convoke could be married before. As far as I can tell, the best decks for that idea are represented by Peri Brown paired with either the Fourth or Sixth Doctors. The plan is that you play legendaries that care about generating lots of tokens -- the kinds of cards that give me aneurysms every set, like Mondrak, Glory Dominus and Adrix and Nev, Twincasters -- and then use your token-generators to pump out mana sources for even more token-doublers. To the people running those four-hundred-or-so decks, congratulations. For the rest of us, I really hope Wizards got the hint and that they didn't print another trigger or token-doubler this set. If I don't check, it can't hurt me.
Uncommons & Commons
Bovine Intervention
I was a bit too harsh when I reviewed Get Lost. It's easy to look at the one mana difference in price from Swords to Lost and get caught up in the hypothetical scenario where you need to remove a creature but you're just one mana short, but just like how I noted there's really not that much of a difference between Late to Dinner and Defy Death, we need only look to the enduring popularity of spells like Generous Gift and Stroke of Midnight to throw the mana-cost-matters argument out the window. If three mana was truly too much to hold up for responses, then that information would disseminate through the general Commander-playing populace and nobody would run those spells anymore. It happened to Return to Dust, after all. Nowadays, I'm convinced that if your removal is anywhere in the one-to-three mana range, the vast majority of them are interchangable and you should focus on speed, flexibility, and getting around protection more than mana cost. Swords to Plowshares isn't strong because it's particularly cheap; it's strong because it's instant and exiles the creature so it can't be reanimated or protected with an indestructible trick.
That leaves Bovine Intervention as an ersatz Get Lost that drops the ability to hit enchantments and who-careses for artifacts instead. Artifacts are even more common than enchantments in Commander, so you will never want for targets with Bovine Intervention. To cap it off, its 2/2 consolation prize is less powerful than the standard 3/3 a Generous Gift would leave them with.
Getaway Glamer
Getaway Glamer's second cost is a once-in-a-high-noon occurrence; it's basically Soul Shatter taken to its logical minimum. That just leaves the two-mana blink (take a shot), which is fine, but most of the good ones nowadays have a way to flicker their target twice in one card, like Ephemerate or Momentary Blink. I will note that you're not limited to creatures you control or own with that first cost, though, so if you have literally no other options to stop something from swinging at you, you can blink that enemy creature to temporarily remove it.
Prairie Dog
A Lae'zel, Vlaakith's Champion you have to pay for is still a Lae'zel. I do like its application in decks that can reduce the cost of that activated ability, like a Zirda deck, or otherwise generate infinite mana easily, but otherwise I'm not seein' it except in the most dedicated of counters decks.
Requisition Raid
Requisition Raid is legitimately spectacular. Nobody in the world played Basri's Solidarity, so stapling one onto what's essentially a Hull Breach in a single color is an elegant solution. Now, for three mana, you can pump your whole team and blow up an enchantment, or pump your whole team and blow up an artifact, or if you don't even have a team you can blow up both an artifact and an enchantment, or you do all three for four.
The fact that you can hit two permanents for three sounds like a "this-is-a-guaranteed-staple" slam dunk, but Requisition Raid is not Wear // Tear. In a general deck, I would warn against replacing any instant-speed removal you already have with Requisition Raid. It doesn't rise to the level of flexibility that something like a Rip Apart does to justify the sorcery speed, nor does it do anything unique for the color like a Feed the Swarm. I'd only slot this in if you genuinely want the +1/+1 counter mode, as that's the most proactive mode of the bunch, or if you're replacing another worse removal spell (like Return to Dust, stop playing Return to Dust) anyway.
Rustler Rampage
I know the intended use for this card is to untap all your creatures when an enemy swings at you so you can surprise them with a double-striking blocker, but I'm just excited for the potential of using this to force even more of my opponents' creatures to block my rampaging Gabriel Angelfire.
Sheriff of Safe Passage
Technically a 0/0, so if you've got a Kutzil, Malamet Exemplar deck, here's another one for ya.
Thunder Lasso
Hylda of the Icy Crown players, rejoice. Thunder Lasso equips for free when you play it and forces an enemy creature to tap when you attack, meaning it's a perfect enabler to slap on one of your ridiculous 4/4 Elementals you guys get for basically free.
Armored Armadillo
Armored Armadillo is a 4/4 for one to Rasaad yn Bashir, and one of the eight Mavericks you have to kill in Mega Man X to everyone else.
Holy Cow
It's a shame Wizards learned from the sins of Inspiring Overseer and stopped printing three-mana flyers that unconditionally draw cards when they enter, because this is great art that I'll never get to see again.
This is probably the best set for white in a while, guys. Whether it's staple removal, strong blink cards, powerful midrange fliers, or straight-up busted stuff like Oltec Matterweaver, Outlaws of Thunder Junction has it all. I'm excited to see what I can do with these cards down the line, and I hope you are, too.
What are you looking to slot into your decks? Let me know below, and make sure to check out the rest of our reviews for the set, as well as my own dech tecks here on Commander's Herald. Now, it's time for me to ride off into the sunset, where I can retire to a peaceful, bucolic villa for three weeks before another set review threatens the local village. Until then!