Precon comparison · Outlaws of Thunder Junction Commander
Which Outlaws of Thunder Junction Commander precon should you buy?
Most Wanted is the Thunder Junction deck to buy if you won't change a card, and it asks the least money if you will. Quick Draw is the spells deck, best bought with two singles in the same basket. Grand Larceny suits someone who'd rather cast their opponents' cards than their own, and Desert Bloom is a land-sacrifice deck that is slow by design.
Art, left to right: Matt Stewart, Anna Podedworna, Anna Steinbauer and Fajareka Setiawan
Thunder Junction's four Commander decks reached shops on 19 April 2024, the same day as the main set. Three are three colours and Quick Draw is two, and each commander is a card first printed in its box. None came with an official price, so this page judges them on what's inside rather than on what they cost new. This is how I'd match them to buyers:
- Most Wanted (white, black and red), for playing straight from the box. Olivia makes a Treasure when outlaws hit a player, and 33 of the box's 34 creatures are outlaws. Its curve averages 3.26, the lowest in the set, and ten swaps finish it, fewer than any other guide here asks for. They came to $48.80 at each card's cheapest printing in October 2026.
- Quick Draw (blue and red), for instants and sorceries. Stella Lee copies a spell by tapping, and no other card in the box lets her do it on the turn she arrives or twice in a turn. The first two cards its guide buys, Thousand-Year Elixir and Blasphemous Act, fix that and add a sweeper that hits every creature. After all thirteen swaps, no deck in the set averages less.
- Grand Larceny (blue, black and green), for playing with other people's cards. Its guide counts 21 cards in the box that put an opponent's card at your disposal. Twelve of those waive the mana cost, and a discount from Gonti has nothing to take off a free spell.
- Desert Bloom (red, green and white), if sacrificing lands is the game you want. Yuma's Plant Warriors come only from Deserts, and 15 of the box's 40 lands are Deserts. It's the slowest box of the four, a dozen of its lands never enter untapped, and its guide keeps all twelve.
Singles value and swaps, deck by deck
| Deck and commander | Singles value | Upgrade guide |
|---|---|---|
Yuma, Proud Protector | $104.06 | 13 swaps |
Gonti, Canny Acquisitor | $169.01 | 12 swaps |
Olivia, Opulent Outlaw | $153.16 | 10 swaps |
Stella Lee, Wild Card | $127.87 | 13 swaps |
Singles value is the TCGplayer market price of the printings each box shipped, summed, as of 24 October 2026. It moves every day, and each deck’s own page carries the current figure. Wizards of the Coast published no suggested retail price for any of the four. It stopped listing them in February 2019 and did not resume until November 2024, so there is no release price to set these totals against. None of the four sets a bracket floor: no box has a Game Changer or mass land denial.
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Four commanders, four conditions
Each commander here does its best work only when something is true, and the four boxes make their commander's condition true at very different rates. Loosest first:
- Olivia, Opulent Outlaw asks for outlaws: you get a Treasure each time one or more of yours deal combat damage to a player. An outlaw is any Assassin, Mercenary, Pirate, Rogue or Warlock, and 32 of the 33 creatures behind her are at least one of those, the two changelings included. She's a flying Assassin herself, so she can set off her own trigger. She's also the only card in her box that turns a hit into a Treasure with no further condition attached, and her counter ability spends two Treasures and {3} at a time.
- Stella Lee, Wild Card asks for spells, and the box has them: 30 of the 61 nonland cards in her 99 are instants or sorceries. Her first ability, which exiles the top card of your library for you to play when you cast your second spell of a turn, comes easily. The copy is harder. She has to tap for it, after you've cast three spells that turn, so she can't copy anything the turn she arrives, and no card in the box gives a creature haste or untaps one.
- Gonti, Canny Acquisitor asks for a creature to get through. When one does, you exile the top card of that player's library face down and can play it for as long as it stays there, with any type of mana. That half works on every hit. The other half takes {1} off any spell you cast that belongs to someone else, and in this box most of those cost nothing anyway.
- Yuma, Proud Protector asks for Deserts. The 4/2 Plant Warrior with reach arrives each time a Desert card lands in your graveyard, wherever it came from, and 25 of the 40 lands in the box aren't Deserts. The rest of Yuma's text, a card drawn for a land sacrificed and a discount that grows with the lands in your graveyard, works with any land, which matters because the printed cost is eight.
Very little of Thunder Junction's own rules text made the boxes
The main set brought in crimes, plot, spree, saddle and the outlaw group, and brought Deserts back. If those are what drew you to Thunder Junction, know that the Commander boxes carry almost none of them:
- The word outlaw is on eight cards, all of them in Most Wanted, Olivia included.
- One card cares about committing a crime: Bandit's Haul, also in Most Wanted.
- Plot is on two cards, Lock and Load and Pyretic Charge, both in Quick Draw. Quick Draw's guide cuts Pyretic Charge.
- Spree is on one, Requisition Raid, which is in both Desert Bloom and Most Wanted.
- No card in any of the four has saddle or is a Mount.
- All 15 Deserts are in Desert Bloom.
That makes Most Wanted the box that plays most like the set it came from. Grand Larceny, a Sultai theft deck, sits furthest from it. Its one nod to the set is Doc Aurlock, Grizzled Genius, who makes plotting cheaper in a box with nothing to plot, though 13 of its creatures are Rogues and so count as outlaws for anything that asks.
Three guides speed the mana up, and one keeps it slow
Always-tapped lands are where the four guides part ways most clearly. Before and after each guide's swaps:
- Quick Draw: two, then none. Its guide also cuts Temple of the False God, which enters untapped but makes only colourless mana, and none at all until you control five lands.
- Grand Larceny: six, then two.
- Most Wanted: seven, then three.
- Desert Bloom: twelve, then twelve. Eight of them are Deserts and so feed Yuma, and two more, Sheltered Thicket and Scattered Groves, carry the Forest type, so the guide's new Forest searches bring them in ready to tap.
The set has seven scry Temples, three in Grand Larceny, three in Most Wanted and one in Quick Draw, and not one survives its guide.
The curves move less evenly. Desert Bloom starts heaviest at 3.58 with Grand Larceny a hair behind at 3.57, but Desert Bloom's guide cuts further, to 3.20, so once every guide is done Grand Larceny's list is the heaviest at 3.31. Most Wanted goes from 3.26 to 3.02 and Quick Draw from 3.28 to 2.97, so the deck that started second lowest finishes lowest.
First box to last
This order assumes the first box gets played as it comes and the second may get its guide.
Most Wanted: everything but one creature feeds the commander
Olivia costs four, flies, and has lifelink. The box's 34 creatures are all outlaws but Academy Manufactor, its curve is the lowest in the set, and seven of its 37 lands always enter tapped. As it ships it does the thing its commander asks for more reliably than any other box in the set.
What it lacks is more Treasure per hit: one attack that gets through makes one Treasure, and her counter ability needs two. Its guide's ten swaps bring in three creatures that make Treasure off combat damage, Grim Hireling, Professional Face-Breaker and Hoard Robber, plus Pitiless Plunderer for when your other creatures die. The rest are Swords to Plowshares, Utter End, a Talisman and three shocklands. It priced the ten at $48.80 in October 2026, at each card's cheapest released printing, and the three lands are $28.36 of that. The guide calls those the part to skip first, since they make the deck faster rather than stronger.
Quick Draw: two cards before the first game
Stella costs three and the box gives her plenty of spells to work with. It's short on answers, though. Its guide finds three answers to a creature, Chaos Warp, Curse of the Swine and Pongify, and the box's only sweeper, Volcanic Torrent, only damages what your opponents control, one point for each spell you've cast that turn. Add the copy ability that can't be used the turn she lands, and this is the box I'd least want to play without changes.
It's also the one where two purchases change the most. Its guide names Thousand-Year Elixir and Blasphemous Act as the pair to buy if you buy only two, $14.80 and $0.93 in September 2026. The Elixir lets your creatures use their abilities while summoning sick and can untap one for {1}, so Stella copies on the turn she lands and can copy again. Blasphemous Act hits every creature on the battlefield and gets cheaper the more there are. The full thirteen came to $75.72 at market prices for default printings, the largest bill of the four, with Birgi, God of Storytelling at $29.81 the dearest single card.
Grand Larceny: the stealing works, the discount mostly doesn't
Gonti costs five, and the reason to own this deck is the steal. Felix Five-Boots, a legend first printed in the same box, makes any ability of your permanents that a combat hit sets off trigger an additional time, so with Felix and Gonti both out, each player your creatures hit gives up the top two cards of their library instead of one. Its guide finds the weak spots around that: five cards that draw, six always-tapped lands and nine cards at mana value six or higher.
On the discount, the guide sorts the box's 21 theft cards into twelve that waive the cost and nine that make you pay, and the nine are the only ones the discount touches. Its twelve swaps add cards of the second kind and more draw, taking draw from five cards to nine and the curve from 3.57 to 3.31. They came to $63.63 at market prices for default printings in September 2026, $22.26 of it on the four the guide rates first: Changeling Outcast, Reconnaissance Mission, Mnemonic Betrayal and Thada Adel, Acquisitor. The guide also suggests a few games with the box unchanged before you swap anything.
Desert Bloom: built to sacrifice lands, and slow to start
Yuma's discount and the box's plan point the same way: sacrifice, mill and replay lands until the graveyard is full of them. Four of its cards make tokens off land cards going to a graveyard whatever their type, Turntimber Sower, Sand Scout, Crawling Sensation and Titania, so the Desert count only limits Yuma. Dune Chanter lifts that limit. It makes every land you control, and every land card you own anywhere else, a Desert as well, which turns all 40 lands into Plant Warriors in waiting. It's one card in 99, and nothing in the box searches for it.
Its guide's thirteen swaps don't chase more Deserts. Nine of the adds, by the guide's own count, ramp in green or bring lands back, among them Life from the Loam and Splendid Reclamation, and Chord of Calling is there to find Dune Chanter. The curve falls from 3.58 to 3.20 with the land count held at 40. It priced the list at $52.80 at market prices for default printings in September 2026, and Constant Mists, at $19.37, is the one it says to leave for last.
Which two fit together
No box's colours contain another's, so none of these decks can take a sibling's whole list. Desert Bloom and Most Wanted come closest. They're the only pair with two colours in common, red and white, and 43 of the 91 non-basic cards in Most Wanted's 99 are legal under Yuma, against 41 of Desert Bloom's 82 under Olivia. Every other pair shares one colour, and Quick Draw shares exactly one with each of the others.
The four boxes barely repeat a card. Basic lands aside, every box has Arcane Signet, Command Tower and Sol Ring, Exotic Orchard is in all but Desert Bloom, and five more cards turn up in two. Grand Larceny and Quick Draw have the most in common, six cards, Reliquary Tower and Curse of the Swine among them. Two of the five get opposite treatment: Desert Bloom's guide cuts Requisition Raid where Most Wanted's keeps it, and Quick Draw's guide cuts Temple of the False God, which Most Wanted's leaves in.
Of the 48 cards the guides add, four come in a sibling box already, and Most Wanted has three of them: Changeling Outcast and Rogue's Passage for the Grand Larceny guide, and Lightning Greaves for the Quick Draw guide. Three Visits, a Desert Bloom add, is in Grand Larceny. No guide cuts any of them from the box that holds it, so borrowing one opens a hole in the lending deck until you buy a replacement. No card is on two guides' lists of adds.
FAQ
I'm not planning to upgrade. Which Outlaws of Thunder Junction Commander deck should I pick?
Most Wanted. Olivia, Opulent Outlaw counts outlaws, and every creature in the box is one except Academy Manufactor, so she makes a Treasure on almost any turn one of your creatures gets through, and its curve averages 3.26, the lowest in the set. Its guide makes ten swaps, fewer than any other guide here. Of the other three, Grand Larceny's guide is the one that recommends a few games with the box unchanged first.
Do the Thunder Junction Commander decks use crimes, plot or saddle?
Barely. One card across the four boxes cares about committing a crime, Bandit's Haul in Most Wanted. Two have plot, both in Quick Draw, and one has spree, Requisition Raid, in Desert Bloom and Most Wanted. None has saddle. The word outlaw appears on eight cards, every one of them in Most Wanted, which makes it the box closest to the main set.
Which Outlaws of Thunder Junction precon is cheapest to finish?
Most Wanted, on the guides' own totals. Its ten swaps came to $48.80 at each card's cheapest released printing in October 2026, and $28.36 of that is three lands its guide treats as optional. Desert Bloom's thirteen came to $52.80, Grand Larceny's twelve to $63.63 and Quick Draw's thirteen to $75.72, all three at market prices for default printings in September 2026.
Does any Thunder Junction Commander deck start above the lowest bracket?
No. Nothing in the four boxes is a Game Changer or counts as mass land denial, so none of them sets a bracket floor, and the guides' 48 adds include no Game Changer either. Two guides name Game Changers they passed over: Smothering Tithe for Most Wanted, and Cyclonic Rift and Rhystic Study for Quick Draw. Any one of them would put that deck in Bracket 3. Grand Larceny's guide adds a warning the number can't carry: a deck that casts the table's cards is worth explaining before the first turn.
Which two Outlaws of Thunder Junction decks go together best?
Desert Bloom and Most Wanted. They're the only pair that shares two colours, red and white, and 43 of the 91 non-basic cards in Most Wanted's 99 are legal under Yuma, Proud Protector. Most Wanted is also worth owning beside Grand Larceny or Quick Draw if you mean to follow their guides, because it already holds Changeling Outcast, Rogue's Passage and Lightning Greaves, three of the cards those guides add.
Why does this page give no release price for the Thunder Junction decks?
Because Wizards of the Coast never announced one. When these four came out, in April 2024, it was more than five years into a stretch of listing no suggested retail price for its Commander decks, a practice it took up again that November. Each deck's own page explains that gap and stops at the singles value, and the table above stops there too.



