You might not think much of uncommon cards inMagic: The Gathering, but the ones you can find in Outlaws of Thunder Junction are pretty darn good as far as uncommons go. You get some fancy boots, a solid enchantment, a snazzy reanimator spell, and more.
If you cracked a few packs of Outlaws of Thunder Junction and have been wondering what the value of some of your uncommon cards might be, we took a look at the most valuable ones to see which comes out on top.
The prices of these cards come from TCGplayer.com’s market value and are subject to change over time. You never know when a card becomes a part of some combo or jumps up in popularity.
10Shoot The Sheriff
Uncommon - $0.21
Removal spells are always a premium, especially ones with little to no downside. Shoot the Sherrif lets you destroy any creature at instant speed for just two mana. You can slot it into practically any deck, though playing it in Standard isn’t always ideal right now since Outlaws is still pretty relevant and there are a large number of Outlaws running around.
The downside is you can’t target Outlaw creatures. Outlaw is a grouping term that gathers Assassins, Mercenaries, Pirates, Rogues, and Warlocks together. That said, there are far more non-Outlaw creatures than Outlaw creatures out there, giving you plenty of targets for Shoot the Sherriff to shoot.
9Forsaken Miner
Uncommon - $0.23
There were some fascinating creatures released in Outlaws of Thunder Junction, and one of the more talked about uncommon cards around release was Forsaken Miner. This one mana Skeleton Rogue can’t block but it makes up for it by being incredibly resilient.
Anytime you commit a crime, which is anything you would do that targets an opponent, any of their cards in play, or any of their cards in their graveyard. So practically anything you do that would affect an opponent, and you can pay one black mana to return Forsaken Miner from your graveyard to the battlefield.
8Honest Rutstein
Uncommon - $0.35
For three mana, Honest Rutstein does a surprising amount of work. When it enters the battlefield, you get to bring back a creature card from your graveyard and bring it back to your hand.
While it isn’t the most unique ability, having it on a creature and being in black and green, means it’s going to be easy to repeat time and time again thanks to plenty of reanimation effects. The other neat little effect attached to Honest Rutstein is that it reduces the cost of all your creature spells by one generic mana, which throughout a game like Commander, can be a significant discount.
7Demonic Ruckus
Uncommon - $0.38
Auras can make or break a deck and Demonic Ruckus is a pretty solid one to add to your aggro or enchantment deck. For two mana you get to give a creature +1/+1, menace, and trample as long as it is enchanted with the aura.
It also acts as a delayed cantrip, drawing you a card when it is put into the graveyard. More often than not this will trigger when the creature it is attached to dies, but it still draws you a card, hopefully getting you something to replace the fallen creature with.
6Requisition Raid
Uncommon - $0.39
Any card that gives you options is great, and one that gives you three to pick from, or lets you pick all of them is great. Requisition Raid is a Spree card, one that has three modes that you can pick from, so long as you can pay for all of them.
Requisition Raid lets you:
This makes Requisition Raid a great sideboard option in any deck running white, especially since all the modes only cost one generic mana a piece.
5Arid Archway
Uncommon - $0.42
Lands that tap for more than one mana have tons of potential to them and Arid Archway does just that. Though it enters the battlefield tapped you can use Arid Archway to add two generic mana to your mana pool which is pretty good on its own.
The downside is that you have to bounce a land back to your hand in exchange. That said, bounce lands are still a staple in formats like Commander, where they keep you on track for land drops and have extra versatility in specific combos.
4Lively Dirge
Uncommon - $0.55
Another Spree card, Lively Dirge starts at costing two mana and then goes up depending on which Spree modes you pick. For one more mana, you get to search your library for a card and stick it in your graveyard.
For two more mana, you can bring back two creatures with a total mana value of four or less from your graveyard and put them in play. If you have the mana you can do both, searching your deck for a creature and then immediately bringing it out. Being capped at four mana isn’t great, but you can split that four mana any way you like, so if you want just one four-mana creature, you can do that too.
3Return The Favor
Uncommon - $1.59
The last of the Spree cards on this list, Return the Favor costs double red mana to start, and then one more generic mana for each of the two modes. The first mode lets you copy an instant or sorcery spell or an activated or triggered ability which is pretty darn versatile depending on what you need.
The second mode lets you change the target of a single spell or an ability with another single target. You can use both of these modes on your opponent’s spells and abilities as well, letting you use Return the Favor both defensively and offensively.
2Lavaspur Boots
Uncommon - $2.34
Giving a creature both protection from spells and abilities and haste has become the standard for footwear equipment in Magic, and Lavaspur Boots is just the latest in a short line of great artifacts.
Lavaspur Boots gives the equipped creature haste and ward 1, which might not be as solid as hexproof and shroud, but still incredibly good. It also gives the equipped creature +1/+0 to boot, which is a nice little bonus to make up for the lack of protection from the low ward cost.
1Magebane Lizard
Uncommon - $3.13
This odd little Lizard is a punishing machine, dealing damage to all players any time they cast spells that aren’t creatures. When a player casts a noncreature spell, Magebane Lizard deals damage to them equal to the total number of noncreature spells they have cast.
This can be a brutally punishing effect, easily dealing upwards of three to five points of damage in a turn. Just casting two or three spells in a turn can turn the battle in your favor.
Magic: The Gathering
Created by Richard Garfield in 1993, Magic: The Gathering (MTG) has become one of the biggest tabletop collectible card games in the world. Taking on the role of a Planeswalker, players build decks of cards and do battle with other players. In excess of 100 additional sets have added new cards to the library, while the brand has expanded into video games, comics, and more.