Everything in the Most Wanted Commander deck: all 100 cards with current prices, what the deck is worth against the sealed price, the 10 new cards, and whether it is worth buying.
Flying, lifelink Whenever one or more outlaws you control deal combat damage to a player, create a Treasure token. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.) {3}, Sacrifice two Treasures: Put two +1/+1 counters on each creature you control. Activate only as a sorcery.
Most Wanted gets “cool points” for its unique outlaw theme, and the way it weaves a Treasure deck in there feels organic and rewarding. It has a lot of room for customization given the huge swath of creatures that count as outlaws, and the individual card quality and reprint value gets a thumbs up from me. I can’t really ignore the fact that I’m seeing things like Mistmeadow Skulk and Hex in a 2024 precon, but at least cards like that make upgrading the deck a whole lot easier. Solid, overall.
Most Wanted is a “outlaws” deck wrangled by everyone’s favorite betrothed vampire, Olivia, Opulent Outlaw. The new “outlaw” batching term refers to rogues, assassins, mercenaries, pirates, and warlocks, which makes this a mish-mash typal deck combining those five different creature types. There have been some complaints about the flavor and fan service elements of Thunder Junction, but it makes sense in the context of this deck.
The alternative commander is Vihaan, Goldwaker, which highlights the deck’s secondary Treasure theme. This seems like a pretty powerful Treasure payoff that still rewards you for playing outlaws. Honestly, both Olivia and Vihaan seem like viable commanders to lead this ragtag team of troublemakers.
The overall strategy is a little bit unfocused; you want to play outlaws and make Treasure tokens, but most of the outlaws in the deck are just doing their own individual things in a way that doesn’t feel very synergistic. That means it’s one of those decks that’s very reliant on the commander pulling everything together, which Olivia does nicely. This plays out more like a “good stuff” deck and feels a bit loose at times, but the individual power level of cards is high enough. I’m just a little weary of games where you’re holding cards like Witch of the Moors and Captivating Crew and wondering what in tarnation you’re supposed to be doing.