Outlaws of Thunder Junction Commander (otc)
#15 • rare • English • Non-Foil
#15 • rare • English • Non-Foil
Lock and Load 
2
Sorcery
Draw a card, then draw a card for each other instant and sorcery spell you've cast this turn.
Plot
(You may pay
and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Plot
3
3
Illustrated by Anastasia Ovchinnikova
Links
Legalities
Not Legal
Not Legal
Not Legal
Not Legal
Legal
LegacyNot Legal
Legal
vintageLegal
CommanderNot Legal
Not Legal
Rulings
Lock and Load will count any other instant and sorcery spells you’ve cast this turn. It doesn’t matter if the other spells resolved, didn’t resolve, were countered, or are still on the stack.
2024-04-12 • wotc
Plot abilities are written “Plot [cost],” which means “Any time you have priority during your main phase while the stack is empty, you may pay [cost] and exile this card from your hand. It becomes plotted.”
2024-04-12 • wotc
Exiling a card using its plot ability is a special action. Once you announce you’re taking that action, no other player can respond by trying to remove that card from your hand.
2024-04-12 • wotc
You can’t cast a plotted card on the same turn it became plotted. On any future turn, you may cast that card from exile without paying its mana cost during your main phase while the stack is empty.
2024-04-12 • wotc
If you’re casting a plotted card from exile without paying its mana cost, you can’t choose to cast it for any other alternative costs. You can, however, pay additional costs, such as kicker costs. If the plotted card has any mandatory additional costs, those must still be paid to cast the spell.
2024-04-12 • wotc
If a plotted card has {X} in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
2024-04-12 • wotc