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Trying Out New Cards From Outlaws of Thunder Junction in Standard


Hello everyone. Outlaws of Thunder Junction is finally here and it's time to start brewing some new decks. I've managed to wrangle up four new decks that you can try out that all feature new cards from Outlaws of Thunder Junction. Let's get started.

Jund Terror

We'll start with a deck that features a re-released card from Core Set 2021, Terror of the Peaks. Let's take a look at the deck.

Terror of the Peaks
It's great to see Terror of the Peaks back in Standard. This Dragon features an ability that is similar in many ways to ward. The main difference is that if your opponent wants to cast a spell that would target Terror of the Peaks, they must lose 3 life in order to cast that spell; they can't cast it and then refuse to pay the life, resulting in the spell failing. Terror of the Peaks is also a huge flying threat, capable of taking massive chunks from your opponent's life total when it attacks.

While most of the creatures pair nicely with Terror of the Peaks due to their high power, one stands head and shoulders above the rest. That creature is a little bulk rare named Yargle and Multani. If you bring Yargle and Multani onto the battlefield while Terror of the Peaks is in play, Terror of the Peaks will deal a whopping 18 points of damage to any target. Obviously, most of the time, you'll want to target your opponent directly. One sneaky way of getting Yargle and Multani onto the battlefield is with Smuggler's Surprise, another new card that I expect will see a lot of play.

Selesnya Counters

Next, I have a deck that can gain a ton of +1/+1 counters. Let's take a look at the deck.

Bristly Bill, Spine Sower
Bristly Bill, Spine Sower is one of my most favorite new creatures from Outlaws of Thunder Junction. While he is in play, you'll be able to gain +1/+1 counters simply by putting lands into play. He also has an ability that allows you to double the number of +1/+1 counters on each creature you control. By combining that ability with the ability of Sovereign Okinec Ahau, you'll end up with some massive creatures in play.

Helping you gain additional +1/+1 counters are a pair of artifacts, Collector's Cage and Ozolith, the Shattered Spire. With Collector's Cage, you not only have a way of gaining additional +1/+1 counters, but its hideaway ability allows you to cheat a card into play without having to pay its mana cost. Ozolith, the Shattered Spire also can be used to put +1/+1 counters onto artifacts or creatures you control. It also has an ability that places an extra +1/+1 counter whenever you would place a +1/+1 counter on an artifact or creature you control.

Azorius Simulacrum Factory

The next deck I have for you wants to create an army of Construct creatures to dominate the battlefield. Let's take a look at the deck.

Simulacrum Synthesizer
Simulacrum Synthesizer plays a huge role in the success of this deck. It's a three-mana value artifact that only allows you to scry 2 when you play it. However, if it remains in play, it will quickly help you take control of the game. That's due to its other ability that creates a 0/0 Construct creature token whenever another artifact with mana value 3 or more enters the battlefield under your control. The Constructs you create also get +1/+1 for each artifact you control, so playing more artifacts helps you grow your army in both number and size.

Helping you with the plan of creating Constructs to take over the world with is Worldwalker Helm. While this artifact is on the battlefield, any time you would create one or more artifact tokens, you create a Map token in addition to the tokens you were creating. Worldwalker Helm also has an activated ability you can use to create token copies of artifact tokens you control. Simulacrum Synthesizer and Worldwalker Helm have a ton of synergy, which shines brightly in this deck.

Mardu Outlaws

The final deck I have for you this week is built around the outlaw theme (which includes creatures with the Assassin, Mercenary, Pirate, Rogue, or Warlock creature type). Let's check it out.

Vial Smasher, Gleeful Grenadier
Of all the outlaws in this deck, Vial Smasher, Gleeful Grenadier might be the most important. While you have Vial Smasher on the battlefield, whenever another outlaw would enter the battlefield under your control, Vial Smasher will deal 1 damage to your opponent. That extra damage can add up quickly if you manage to play Vial Smasher early, due to the fact that nearly every other creature in this deck is an outlaw.

You'll be able to deal additional damage from Vial Smasher, Gleeful Grenadier's ability if you happen to have a couple of other cards in play. The first is Warleader's Call, which will increase the amount of damage dealt when any creature enters the battlefield under your control. The second is Ojer Axonil, Deepest Might // Temple of Power, who can give a massive boost to the amount of noncombat damage that Red sources you control will deal. Having all three of these cards in play enables you to deal 8 points of damage whenever you successfully cast an outlaw. That amount of damage will end games in a hurry.

Wrapping Up

Outlaws of Thunder Junction brings a ton of new cards that can be used to enhance current decks as well as creating new possibilities. I've barely scratched the surface of what is possible with these four decks, and am looking forward to seeing what I can find for you next week.

What do you think of these decks? Feel free to share this article with your friends anywhere on social media. And be sure to join me here again next week as I continue my search for innovative decks in Standard. I'll see you then!

- Mike Likes

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