Crime is an Evergreen that provides buffs to cards if the player has the Crime Emblem. When a player casts a spell with crime, that player's planeswalker will gain a Crime emblem if they don't have one. When casting new spells with crime, additional effects will occur if the player has a Crime Emblem. Some spells can remove the Crime emblem. If this happens, the player must play a new spell with crime to acquire the emblem again and guarantee the buffs of these spells.
Crime emblem and Evergreen hint:
“When a card with Crime enters the battlefield, you commit a Crime (If your planeswalker doesn't have a Crime Emblem, it gains a Crime Emblem). While you have a Crime Emblem, perform this card’s associated Crime effect.”
Card example
“Spell Crime Deals 3 damage to target creature. If you committed a Crime — Destroy that Creature Instead.”
The Crime Emblem Icon is:
The Crime Evergreen Icon is:
Saddle is a Numbered Evergreen that is applied to creatures with the “Mount” subtype. At the beginning of the combat on each player’s turn, if that player controls another creature with power equal or greater to the Mount’s Saddle number, that creature with Saddle becomes Saddled. A Saddled creature can trigger an effect when it attacks or when it becomes Saddled, but also gains “Can’t Block” until the beginning of the player’s next turn, and is the last creature to attack.
Example of card that has a Saddled effect:
Saddle Hint
“At the beginning of the combat on your turn, if you control another creature with power X or more, this creature becomes saddled until the beginning of your next turn, X is this card’s Saddle number”
Saddled Hint
“A saddled creature gains Can’t Block, goes to the last creature slot and can perform this card’s associated Saddled effects._
Card examples
“Creature - Horse mount Legendary, Saddle 3. When this card becomes Saddled: Create a Gold token. 4/4”
“Creature - Horror Mount Trample, Saddle 3. When this creature attacks: If this creature is Saddled - You may destroy target creature. 6/5”
An example of the Saddle Evergreen numbered Icon is:
The Saddled Evergreen Icon is:
This is a numbered Evergreen. A card with Plot may be exiled from a player’s hand by paying the specified amount of mana; it then gains the Plotted Emblem. At the end of turn, if a card with Plot has the plotted emblem, it loses the Plot evergreen and returns to hand with full mana. Cards may also have additional effects if they have the Plotted Emblem.
Example of card that has Plot:
Plot Hint
“If you exile this card from your hand with the amount of mana equal to this card’s Plot value in this card, this card gains the Plotted Emblem. Some cards have additional effects while the card has the plotted emblem.” Plotted Hint
“At the end of your turn: If this card is in your exile and has the Plot evergreen — It loses the Plot evergreen and returns with full mana to your hand.”
“ Creature
Plot 4.
At the beginning of your turn: If this card has the Plotted Emblem —
Destroy all gems.”
An example of the Plot Evergreen numbered Icon is:
The Plotted Evergreen Icon is:
Spree is a numbered Emblem that a PW will have while a Spree card is in their deck. Cards with Spree also have an Evergreen that grants effects to the card when a player casts a card with spree and matches an equal or higher spree count with the card’s spree effect until the end of the opponent’s turn. For each gem match, the player will increase the spree counter by 1, then at the end of the opponent’s turn the counter returns to 0, thus enabling new buffs on the cards up to the values determined by the spree’s effect.
Example of card that has Spree:
Spree Emblem
“When you make a match, increase the spree counter by 1. At the end of your opponent's turn, the Spree counter returns to 0.” Spree Hint
“When you cast this card, if your spree counter is equal or higher than this card’s Spree number effects, perform all related card’s associated Spree number effects.”_
“Spell
Spree Spree 1 — All your creatures gain Deathtouch. Spree 2 — Deals 5 damage to target creature. Spree 3 — Destroy all opposing creatures.”
An example of the Spree Emblem is:
The Spree Evergreen Icon is:
Outlaw is a hidden subtype added to all Creatures with the subtypes: Assassins, Rogues, Pirates, Warlocks and Mercenaries.
Outlaw Hint
“Assassins, Rogues, Pirates, Warlocks, and Mercenaries are Outlaws.”_
Creature- Ox Sheriff
Legendary, First Strike
When this creature enters the battlefield: If the opposing player controls an Outlaw — This creature gains Double Strike. Then: this creature deals X damage to each Outlaw, X is this creature’s power. 3/3”
Oko is a fae planeswalker native to Eldraine, he is a prankster that loves chaos and now is responsible for assembling the gang that performs the Vault Heist.
His strategies revolve around
Gold Fever (Max Level)
Create 4 Gold Tokens. Draw 2 cards. If you committed a Crime - those cards gain half of their mana. Otherwise: Gain the Crime emblem.
Partner Duplicate (Max Level)
Create a copy of target nontoken creature you control into your hand. That copy full mana. Then: If you committed a Crime - Reinforce that creature.
Thunder Heist (Max Level)
Create 3 Grand Heist token. If you committed a Crime - Create 8 gold tokens.
Daretti is a Goblin planeswalker that hails from Fiora. He’s a Master Artificer who specializes in creating treasure from junk. His legs don't work so he uses a cogwork wheelchair to move around.
His strategies revolve around:
Scrap Mongering (Max level)
Destroy the top 6 cards of your library. Then: Return the first 2 Artifact cards from your graveyard to your hand. Those cards gain X mana. X is 2 plus the number of nonArtifact cards in all graveyards times 2, up to 15.
Tower Defense (Max Level)
Create 6 Scrap Cogchair tokens.
Academic Reclamation (Max Level)
Deal X damage to each opposing target. X is the number of Artifacts cards you control, including their reinforcements. Then, reinforce your Artifact cards 3 times.
“Looks like you’ve got a train to catch.”
—Laughing Jasper Flint
Under the vast expanse of the Spinegully, a sleek luxury locomotive thundered along the tracks, slicing through the rugged landscape of the frontier. The locomotive pulls a string of carriages laden with gold, cash, and precious cargo. Thunder Junction is a land of lawlessness and unpredictability, and the outlaws know that their time is limited. Fight against other outlaws to conquest all treasures under the locomotive.
Event Type: PvP
No entry fee
Deck Restrictions: Standard
No Planeswalker restrictions
Number of nodes: 1
Duration: 46h
Recharge Time: 0h
Initial Charges (per node): 12
Max Charges (per node): 12
Progression rewards
Special Rules
The node features a different event support spawned under no player's control, but affecting both players.
The supports are:
(For the complete event notes, check our Event Details forum.)
Changed: Mileva, the Stalwart ability text was changed:
Fixed: Card Fuss will now only buff token creatures.
REVERTED: Authority Of The Consuls will be returned to its original functionality.
Changed: War of the Spark Mythic+ Vanguard boosters have been adjusted to the same standard as other Vanguard Boosters (costs 400 Mana Jewels, and is non-dupe).