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Outlaws' Fury
CommonColour IDMV 3
Instant
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.)
Card capabilities
Exile effectInstant
Derived deterministically from card types, Oracle text and keywords. Not a strategic evaluation.
Format legality
Primary formats
Eternal formats
Other printings
This is the only English printing.
Rulings (5)
wotc12 Apr 2024
Outlaw is not a creature type. If an effect asks you to choose a creature type, you can't choose outlaw.
wotc12 Apr 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.
wotc12 Apr 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.
wotc12 Apr 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.
wotc12 Apr 2024
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.
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