High Noon

High Noon contains 279 cards.
It is part of High Noon block.
Released: 2018-05-01
Wanted

Wanted {B}

Sorcery
Post a bounty on target creature. (Put a bounty counter on that creature. It has “When it dies, each opponent draws a card” as long as it has a bounty counter on it.)
Draw a card.
Wasting Soul

Wasting Soul {2}{B}

Creature - Yeti Spirit
Whenever Wasting Soul attacks or blocks, sacrifice a creature, then put two +1/+1 counters on Wasting Soul.
“Of the greatest of sins is cannibalism, not for disrespect of your fellow man, but for the beast you will create of yourself.”
— The Judges' Law
2/2
Azun's Play

Azun's Play {2}{R}

Sorcery
Azun's Play deals damage to any target equal to the number of cards in your hand.
Quickdraw {R}{R} (When a creature you control blocks or becomes blocked, you may cast this spell for {R}{R}.)
Bleeding Bear

Bleeding Bear {5}{R}

Creature - Bear
Picking fights with bears is a dead man's favorite pastime.
6/4
Bloodshot Berserker

Bloodshot Berserker {1}{R}{R}

Creature - Centaur Berserker
Discard a card: Bloodshot Berserker gets +1/-1 until end of turn. Any player may activate this ability.
Many of the Qilan were happy to help the refugees coming from the Old World. Some would do anything to drive them back.
4/4
Brazen Drifter

Brazen Drifter {2}{R}

Creature - Human Rogue
Haste
Whenever one or more creatures attack, you may discard a card. If you do, draw a card.
“Who cares where I've been. All that matters is where I am now.”
2/2
Campfire Stories

Campfire Stories {2}{R}

Sorcery
Target creature gets +3/+2 and gains menace until end of turn.
Quickdraw {1}{R} (When a creature you control blocks or becomes blocked, you may cast this spell for {1}{R}.)
Talk is cheap, but legends are priceless.
Cathartic Reunion

Cathartic Reunion {1}{R}

Sorcery
As an additional cost to cast this spell, discard two cards.
Draw three cards.
Sometimes you just have to live a little.
Creed, Eternal Straggler

Creed, Eternal Straggler {3}{R}

Legendary Creature - Spirit Soldier
First strike
Whenever Creed, Eternal Straggler attacks, exile the top card of your library. You may play that card this turn, and that spell costs {2} less to cast.
Death waits for no man. Revenge is patient.
3/3
Crossfire

Crossfire {R}

Sorcery
Crossfire deals 1 damage to each creature.
Quickdraw {2}{R} (When a creature you control blocks or becomes blocked, you may cast this spell for {2}{R}.)
Deputy Gibem

Deputy Gibem {R}

Legendary Creature - Goblin Soldier
When Deputy Gibem enters, post a bounty on each creature and each planeswalker. (Put a bounty counter on those permanents. Each of them have “When this permanent dies, each opponent draws a card” as long as it has a bounty counter on it.)
1/1
Derringer Revelation

Derringer Revelation {2}{R}

Instant
Exile the top two cards of your library. Until end of turn, you may play cards exiled this way. If an instant or sorcery spell cast this way would deal damage to a player or planeswalker, it deals double that damage instead.
Driver of Herds

Driver of Herds {4}{R}

Creature - Centaur Warrior
Menace, haste
Other Centaurs you control get +1/+0.
While stubborn alone, a strong leader can turn the Qilan herds and hearts.
4/3
Dual Wield

Dual Wield {1}{R}

Enchantment - Aura
Enchant creature
Enchanted creature has +2/+0 and has haste.
Quickdraw {R} (When a creature you control blocks or becomes blocked, you may cast this spell for {R}.)
Haide Bankbuster

Haide Bankbuster {3}{R}{R}

Legendary Planeswalker - Haide
[+1]: Haide Bankbuster deals 2 damage divided as you choose among one or two targets.
[+1]: Draw two cards unless any player has Haide Bankbuster deal 3 damage to them.
[–9]: Until end of turn, gain control of all permanents target player controls and they gain haste. Untap those permanents.
Loyalty:
5
Hair-Trigger Marshall

Hair-Trigger Marshall {1}{R}

Creature - Human Soldier
Haste
{2}{W}, {T}: Hair-Trigger Marshall deals 2 damage to target blocking creature.
“You go ahead, I'll hang back here and pick em off.”
1/1
Heartwood Sniper

Heartwood Sniper {1}{R}

Creature - Centaur Archer
Reach
“There was peace here before you, refugees. Elf, centaur, and monster lived alongside, if not with, each other. I wonder why that peace has gone?”
—Chief Striking Dawn
2/1
Howler Sheriff

Howler Sheriff {3}{R}

Creature - Dog Soldier
When Howler Sheriff enters, gain control of up to one target creature with a bounty counter on it until end of turn. Untap that creature. It gains haste until end of turn.
“Right! You're coming with me then!”
3/2
Injustice

Injustice {2}{R}

Sorcery
Injustice deals 4 damage to target creature. Post a bounty on up to one other target creature. (Put a bounty counter on that creature. It has “When this creature dies, each opponent draws a card” as long as it has a bounty counter on it.)
The only justice the frontier deserves.
Ironeyes Desperado

Ironeyes Desperado {1}{R}{R}

Creature - Human Mercenary
When Ironeyes Desperado is exiled from your library, you may pay {R}. If you do, cast it without paying its mana cost.
Haste
“I'm your man. Mining, thieving, murdering, drinking, I do it all.”
3/2
Ironeyes Slingers

Ironeyes Slingers {1}{R}

Creature - Spirit Soldier
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Even ghosts need someone watching their back.
1/3
Land Grab

Land Grab {2}{R}{R}

Sorcery
Gain control of target land.
“Every bit of land's got something that'll scare of its investors. The trick is to find it first, and failing that, invent something even worse.”
—Lexie Boggs, aether baron
Make an Entrance

Make an Entrance {R}

Instant
Target creature gains haste until end of turn. Make an Entrance deals 2 damage to up to one target creature.
Mudslinging

Mudslinging {3}{R}

Instant
Until end of turn, target creature gets +2/+2 and gains “Whenever this creature attacks, you may post a bounty on target creature.” (Put a bounty counter on that creature. It has “When it dies, each opponent draws a card” as long as it has a bounty counter on it.)
Open Road

Open Road {R}

Enchantment
Whenever Open Road or another permanent you control enters, if it has the greatest mana value among permanents you control, you may discard a card. If you do, draw a card.
There's a world of possibilities out there. Time to start making them realities.