High Noon — One Spell at Sundown
High Noon from Outlaws of Thunder Junction is the kind of lock piece you bring when you want to control the rhythm of a game. As an enchantment for {1}{W} it enforces a strict tempo by limiting each player to one spell per turn. That constraint reshapes lines of play for both sides and rewards tight sequencing and careful resource management. The extended art here emphasizes the set tone by placing that single decisive showdown front and center.
The printed activated ability gives this card an angled utility beyond its taxing restriction. For {4}{R} and the sacrifice of High Noon you get a direct five points of damage to any target. That conversion from rule engine to removal or closing reach makes High Noon a two phase card in deck construction. In practical decks it stabilizes midrange matchups, punishes storm and spell heavy strategies, and serves as a one time burn finisher when you need to close out a game.
Card Details:
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Mana Cost – {1}{W}
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Card Type – Enchantment
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Subtypes –
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Card Text / Rules Text (Printed) – Each player can’t cast more than one spell each turn.
{4}{R}, Sacrifice High Noon: It deals 5 damage to any target.
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Power / Toughness –
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Loyalty –
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Rarity – Rare
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Set – Outlaws of Thunder Junction
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Language – English
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Condition – Light Play
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Style – Extended Art