Dead Before Sunrise
A team-wide combat pump usually ends games by muscling through blockers; this one converts the board into a firing squad instead. Every outlaw you control gains a tap ability that deals damage equal to its power to a target creature, which reroutes the whole design away from combat math and toward instant-speed removal. The distinction runs deeper than the +1/+0 lets on: because each shot taps the creature, this is not a trick to punish a block but a way to spend an untapped board as damage, whether clearing a wall before you swing or, on your opponent's turn, picking off an attacker or a utility creature you would rather not let live. The outlaw restriction is both the cost and the target: it keys the payoff to the Assassin, Mercenary, Pirate, Rogue, and Warlock umbrella rather than paying off any wide red board, so the effect presupposes a specific tribal shell already on the table. The internal tension is that the effect competes with itself: a creature spent shooting cannot attack, so it forces a live decision about whether your outlaws are a machine gun or a battering ram this turn. It multiplies a board you already have rather than adding to one, which fixes its ceiling to what is in play when it resolves and leaves it inert on an empty table.

