High Noon (Outlaws of Thunder Junction #314)

High Noon {1}{W}

Enchantment

Each player can’t cast more than one spell each turn.

{4}{R}, Sacrifice High Noon: It deals 5 damage to any target.

They both knew only one of them would walk away.

Illustrated by Eduardo Francisco

Standard
Alchemy
Pioneer
Explorer
Modern
Historic
Legacy
Brawl
Vintage
Timeless
Commander
Pauper
Oathbreaker
Penny
Notes and Rules Information for High Noon:
  • If you cast High Noon, you’ve already cast at least one spell that turn (High Noon itself) so you won’t be able to cast any more spells until the next turn. If High Noon enters the battlefield on a turn where you haven’t cast any spells, you’ll be able to cast one spell that turn. (2024-04-12)
  • If you cast a spell that was countered, you can’t cast another spell during the same turn while High Noon is on the battlefield. (2024-04-12)