The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
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Win Conditions
▸Wide outlaw beatdown buffed by anthems and Krenko-style token floods
▸Casting opponents' stolen bombs and finishers against the table
▸Burst damage from stolen burn plus treasure-fueled big spells
▸Looping value into an overwhelming board the table can't answer
Archetypes
Outlaw Tribal Aggro — Flint rewards a wide board of Assassins, Mercenaries, Pirates, Rogues, and Warlocks both for combat and for the size of his upkeep theft.
Theft/Value — Casting opponents' spells for free turns the whole table's libraries into your card pool.
Tokens/Go-Wide — Token generators inflate X every upkeep, exiling and casting more cards each turn.
Treasure Sacrifice — Treasure and outlaw synergies fuel explosive turns and extra bodies for the count.
Combos
No combos found for this commander on Commander Spellbook.
Creatures you control but don't own are Mercenaries in addition to their other types.
At the beginning of your upkeep, exile the top X cards of target opponent's library, where X is the number of outlaws you control. Until end of turn, you may cast spells from among those cards, and mana of any type can be spent to cast those spells.
Build a wide board of outlaws (Assassins, Mercenaries, Pirates, Rogues, Warlocks) so each upkeep you exile a fat chunk of an opponent's library and cast their spells for free with any color of mana. You essentially play Magic out of every opponent's deck, generating raw card advantage while your outlaw tribe pressures life totals. Win by burying tables in stolen value and swinging with a goblin-fueled outlaw army.
Repeatable, color-fixing-free card advantage that ignores your own deck's color identity entirely
Synergizes with the deep outlaw tribal package across BR (Olivia, Mr. House, treasure makers)
Punishes greedy/expensive decks by casting their bombs at no cost
Cheap three-mana commander that rebuilds the engine quickly after wipes
Effect does nothing if you have zero outlaws on the board
Stolen spells must be cast the turn they're exiled or they're lost—can clog on a small board
Token outlaws don't count as 'outlaws you control' issue is fine, but a swept board kills the engine
Vulnerable to graveyard/exile hate and to opponents thinning lands off the top
Relies on combat or borrowed wincons; can lack a dedicated kill without support
Smooths mana and helps cast stolen spells, though Flint already lets any mana pay.
Tighten the outlaw count with cheap, evasive bodies and reliable token engines (Hidden Stockpile, Krenko, Bitterblossom) so X is always high, and add fast mana like Sol Ring, Dockside Extortionist, and ritual effects to capitalize on free stolen spells. Layer in anthems and sac outlets (Goblin Bombardment, Skullclamp) to convert the wide board into damage and cards, and include extra-turn or upkeep-trigger doublers (Strionic Resonator, Isochron Scepter setups) to push the engine into combo-adjacent value.