EnchantmentOutlaws of Thunder Junction
50/100
Plays about the same in 2HG as it does in any other format.
No 2HG-specific rules fire on this card — it plays much the same here as anywhere else.
Ratings start at a neutral 50 and are adjusted by rules derived from 2HG's structure — shared 60 life, shared turns, two opponents. They'll be recalibrated against real play rates once teams start submitting decklists.
Whenever you cast an outlaw spell, copy that spell. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws. Copies of permanent spells become tokens.)