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Make Your Own Luck (218) (Outlaws of Thunder Junction)

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Make Your Own Luck (218) (Outlaws of Thunder Junction)

Rarity: U
#: 218
Creature Type or Sub Type: Sorcery
Rules Text Contains: Look at the top three cards of your library. You may exile a nonland card from among them. If you do, it becomes plotted. Put the rest into your hand. (You may cast it as a sorcery on a later turn without paying its mana cost.)
Flavor: "Aim alone won't win you a duel if you can't keep your nerve."
—Annie Flash
Set: Outlaws of Thunder Junction
Number: 218
Rarity: U
#: 218
Creature Type or Sub Type: Sorcery
Rules Text Contains: Look at the top three cards of your library. You may exile a nonland card from among them. If you do, it becomes plotted. Put the rest into your hand. (You may cast it as a sorcery on a later turn without paying its mana cost.)
Flavor: "Aim alone won't win you a duel if you can't keep your nerve."
—Annie Flash
Set: Outlaws of Thunder Junction
Number: 218
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Make Your Own Luck (218) (Outlaws of Thunder Junction)—

$0.58

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Description

Rarity: U
#: 218
Creature Type or Sub Type: Sorcery
Rules Text Contains: Look at the top three cards of your library. You may exile a nonland card from among them. If you do, it becomes plotted. Put the rest into your hand. (You may cast it as a sorcery on a later turn without paying its mana cost.)
Flavor: "Aim alone won't win you a duel if you can't keep your nerve."
—Annie Flash
Set: Outlaws of Thunder Junction
Number: 218