

Artist Series
Artist Series is a : 26 drops and 105 cards. A theme groups drops that share a franchise or an idea.Secret LairSpecial Magic cards sold by Wizards of the Coast on their own online store for a short time. Most are cards that already exist, given new art by a well-known artist or another franchise. A Secret Lair copy of a card plays exactly like any other copy of it.Open the full glossaryThemeOur way of grouping Secret Lair drops that share a subject, like Marvel or Fallout, so every version is on one page.Open the full glossary
Released 26 drops 105 cards
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We do not sell anything and we are not paid for this. Secret Lair is sold by Wizards of the Coast.
Every drop
Click a card for the card itself, the decks that play it and, once you are signed in, whether you already own a copy. To mark every card here at once, press Show what I own. A foil is the shiny version of a card. Secret Lair sells it as a separate Foil Edition of the same drop.
Artist Series: Veronique Meignaud Sold out $29.99 4 cards
4 cards with new art by Veronique Meignaud: Ashnod's Altar, Cabal Stronghold, Bloodsoaked Champion and Voldaren Pariah.
| Version | Store Price | At the Store |
|---|---|---|
| Non-foil | $29.99 | Sold out |
| Foil | $39.99 | Sold out |
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- Mana Pool $15.61 foil $15.58
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Voldaren Pariah // Abolisher of Bloodlines
- Mana Pool $15.61 foil $15.53
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- Mana Pool $31.24 foil $20.78
- TCGplayer foil $48.79
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- Mana Pool $20.82 foil $26.03
Artist Series: Ian Miller Sold out $29.99 4 cards
| Version | Store Price | At the Store |
|---|---|---|
| Non-foil | $29.99 | Sold out |
| Foil | $39.99 | Sold out |
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- Card Kingdom $4.49 foil $4.49
- Cardmarket €1.36 foil €1.53
- Mana Pool $2.63 foil $2.57
- TCGplayer $2.87 foil $3.38
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- Card Kingdom $21.99 foil $27.99
- Cardmarket €18.96 foil €20.89
- Mana Pool $20.37 foil $19.27
- TCGplayer $20.52 foil $22.41
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- Card Kingdom $20.99 foil $29.99
- Cardmarket €18.54 foil €26.94
- Mana Pool $12.16 foil $27.75
- TCGplayer $13.18 foil $30.90
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- Card Kingdom $3.49 foil $4.49
- Cardmarket €2.00 foil €2.09
- Mana Pool $2.63 foil $1.26
- TCGplayer $3.19 foil $3.33
Artist Series: Kieran Yanner Sold out $29.99 4 cards
| Version | Store Price | At the Store |
|---|---|---|
| Non-foil | $29.99 | Sold out |
| Foil | $39.99 | Sold out |
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- Card Kingdom $16.99 foil $13.99
- Cardmarket €15.10 foil €17.82
- Mana Pool $16.14 foil $15.97
- TCGplayer $18.96 foil $16.98
-
- Card Kingdom $0.69 foil $1.49
- Mana Pool $1.03 foil $1.20
- TCGplayer $1.10 foil $1.13
-
- Card Kingdom $109.99 foil $139.99
- Cardmarket €89.70 foil €116.87
- Mana Pool $115.14 foil $133.46
- TCGplayer $108.84 foil $127.97
-
- Card Kingdom $1.29 foil $1.99
- Mana Pool $1.22 foil $1.56
- TCGplayer $1.44 foil $1.67
Artist Series: Phil Foglio 4 cards
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- Card Kingdom $9.49 foil $9.99
- Cardmarket €10.20 foil €10.96
- Mana Pool $8.32 foil $8.33
- TCGplayer $8.13 foil $11.39
-
- Card Kingdom $10.99
- Cardmarket €16.57 foil €24.24
- Mana Pool $13.18 foil $18.31
- TCGplayer $13.14 foil $17.30
-
- Card Kingdom $37.99 foil $32.99
- Cardmarket €26.13 foil €23.85
- Mana Pool $28.95 foil $28.09
- TCGplayer $27.90 foil $26.89
-
- Card Kingdom $8.99 foil $9.49
- Cardmarket €5.62 foil €7.11
- Mana Pool $9.38 foil $7.77
- TCGplayer $6.13 foil $6.90
Artist Series: Jesper Ejsing 4 cards
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- Card Kingdom $6.99 foil $8.99
- Cardmarket €5.49 foil €6.30
- Mana Pool $5.79 foil $6.86
- TCGplayer $6.34 foil $6.89
-
- Card Kingdom $1.29 foil $1.49
- Cardmarket €1.47 foil €2.07
- Mana Pool $1.38 foil $1.56
- TCGplayer $1.63 foil $2.14
-
- Card Kingdom $109.99 foil $119.99
- Cardmarket €78.12 foil €101.06
- Mana Pool $92.92 foil $99.95
- TCGplayer $86.59 foil $93.13
-
- Card Kingdom $2.99 foil $3.99
- Cardmarket €3.22 foil €3.38
- Mana Pool $2.38 foil $1.04
- TCGplayer $2.59 foil $2.72
Artist Series: Rovina Cai 4 cards
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- Card Kingdom $10.99
- Cardmarket €19.18 foil €46.37
- Mana Pool $12.50 foil $19.74
- TCGplayer $15.25 foil $19.13
-
- Card Kingdom $13.99
- Cardmarket €9.02 foil €16.28
- Mana Pool $9.28 foil $11.22
- TCGplayer $9.50 foil $11.04
-
- Card Kingdom $39.99
- Cardmarket €46.58 foil €67.15
- Mana Pool $31.58 foil $62.15
- TCGplayer $28.79 foil $57.97
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- Card Kingdom $32.99
- Cardmarket €22.11 foil €25.12
- Mana Pool $27.97 foil $35.12
- TCGplayer $28.50 foil $36.10
Artist Series: John Avon 4 cards
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- Card Kingdom $47.99 foil $44.99
- Cardmarket €30.17 foil €30.51
- Mana Pool $31.24 foil $36.45
- TCGplayer $32.36 foil $33.90
-
- Card Kingdom $2.49 foil $0.99
- Cardmarket €0.95 foil €0.81
- Mana Pool $1.10 foil $1.25
- TCGplayer $1.57 foil $1.26
-
- Card Kingdom $2.79 foil $3.49
- Cardmarket €2.94 foil €2.92
- Mana Pool $1.30 foil $2.07
- TCGplayer $2.36 foil $2.68
-
- Card Kingdom $3.49 foil $2.29
- Cardmarket €1.36 foil €1.95
- Mana Pool $2.83 foil $2.64
- TCGplayer $2.55 foil $3.23
Artist Series: Kev Walker 4 cards
-
- Card Kingdom $13.99 foil $20.99
- Cardmarket €10.30 foil €15.00
- Mana Pool $15.81 foil $20.69
- TCGplayer $14.72 foil $19.03
-
- Card Kingdom $6.99 foil $6.99
- Cardmarket €5.39 foil €4.86
- Mana Pool $5.00 foil $5.21
- TCGplayer $6.27 foil $5.19
-
- Card Kingdom $10.99 foil $6.49
- Cardmarket €5.11 foil €6.14
- Mana Pool $9.36 foil $7.58
- TCGplayer $8.41 foil $7.63
-
- Card Kingdom $23.99 foil $39.99
- Cardmarket €24.86 foil €26.10
- Mana Pool $26.66 foil $33.03
- TCGplayer $25.23 foil $36.33
Artist Series: Ryan Alexander Lee 4 cards
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- Card Kingdom $8.99 foil $8.49
- Cardmarket €4.17 foil €3.01
- Mana Pool $7.42 foil $8.11
- TCGplayer $7.19 foil $10.66
-
- Card Kingdom $2.99 foil $2.79
- Cardmarket €1.86 foil €2.17
- Mana Pool $3.64 foil $1.82
- TCGplayer $3.83 foil $3.78
-
- Card Kingdom $7.49 foil $8.49
- Cardmarket €5.16 foil €5.30
- Mana Pool $6.72 foil $3.64
- TCGplayer $6.14 foil $8.58
-
- Card Kingdom $16.99
- Cardmarket €9.83 foil €11.50
- Mana Pool $13.28 foil $6.51
- TCGplayer $12.88 foil $15.58
Artist Series: Alayna Danner 4 cards
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- Card Kingdom foil $47.99
- Cardmarket €27.75 foil €32.51
- Mana Pool $38.77 foil $41.04
- TCGplayer $37.36 foil $38.56
-
- Card Kingdom $2.29
- Cardmarket €1.87 foil €1.46
- Mana Pool $2.34 foil $2.39
- TCGplayer $2.27 foil $2.89
-
- Card Kingdom $37.99
- Cardmarket €25.99 foil €33.24
- Mana Pool $41.68 foil $40.73
- TCGplayer $41.49 foil $41.26
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- Card Kingdom $7.99 foil $13.99
- Cardmarket €9.66 foil €11.83
- Mana Pool $13.01 foil $14.32
- TCGplayer $13.88 foil $13.75
Artist Series: Randy Vargas 4 cards
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- Cardmarket €23.03 foil €36.21
- Mana Pool $26.57 foil $31.63
- TCGplayer $31.19 foil $33.29
-
- Card Kingdom $8.49 foil $8.49
- Cardmarket €4.41 foil €4.39
- Mana Pool $9.86 foil $10.08
- TCGplayer $11.43 foil $11.61
-
- Card Kingdom $1.79
- Cardmarket €1.15 foil €1.21
- Mana Pool $1.35 foil $1.62
- TCGplayer $1.81 foil $2.07
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- Card Kingdom $14.99 foil $11.99
- Cardmarket €12.04 foil €10.33
- Mana Pool $14.04 foil $10.28
- TCGplayer $17.22 foil $14.32
Artist Series: Rebecca Guay 4 cards
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- Card Kingdom $0.79 foil $3.49
- Cardmarket €1.40 foil €1.12
- Mana Pool $1.80 foil $2.24
- TCGplayer $2.19 foil $1.93
-
- Card Kingdom $7.49 foil $7.49
- Cardmarket €4.23 foil €4.93
- Mana Pool $7.81 foil $8.63
- TCGplayer $7.79 foil $7.46
-
- Card Kingdom $34.99 foil $44.99
- Cardmarket €26.71 foil €32.16
- Mana Pool $35.84 foil $43.76
- TCGplayer $33.20 foil $41.45
-
- Card Kingdom $5.99 foil $8.49
- Cardmarket €4.13 foil €4.00
- Mana Pool $5.85 foil $8.07
- TCGplayer $5.86 foil $7.89
Artist Series: Sam Burley 4 cards
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- Card Kingdom $24.99 foil $27.99
- Cardmarket €15.94 foil €16.64
- Mana Pool $19.17 foil $29.17
- TCGplayer $28.66 foil $33.73
-
- Card Kingdom $4.49 foil $2.99
- Cardmarket €3.18 foil €3.23
- Mana Pool $4.70 foil $5.05
- TCGplayer $5.38 foil $5.11
-
- Card Kingdom $6.49 foil $6.99
- Cardmarket €3.68 foil €3.87
- Mana Pool $4.35 foil $7.39
- TCGplayer $4.87 foil $6.56
-
- Card Kingdom $11.99 foil $15.99
- Cardmarket €13.22 foil €22.50
- Mana Pool $18.17 foil $19.83
- TCGplayer $17.71 foil $21.40
Artist Series: Aleksi Briclot 4 cards
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- Card Kingdom $14.99 foil $17.99
- Cardmarket €13.07 foil €22.38
- Mana Pool $15.57 foil $17.70
- TCGplayer $15.27 foil $15.57
-
- Card Kingdom $14.99 foil $12.99
- Cardmarket €7.38 foil €11.02
- Mana Pool $7.14 foil $8.33
- TCGplayer $6.84 foil $8.24
-
- Card Kingdom $9.49 foil $11.99
- Cardmarket €5.92 foil €6.26
- Mana Pool $7.94 foil $8.32
- TCGplayer $8.11 foil $9.09
-
- Card Kingdom $54.99
- Cardmarket €51.06 foil €52.35
- Mana Pool $41.47 foil $56.24
- TCGplayer $46.32 foil $47.14
Artist Series: Nils Hamm 4 cards
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- Card Kingdom $5.99
- Cardmarket €2.98 foil €2.84
- Mana Pool $4.16 foil $6.12
- TCGplayer $4.62 foil $6.23
-
- Card Kingdom $2.29 foil $2.49
- Cardmarket €2.12 foil €1.93
- Mana Pool $2.07 foil $2.44
- TCGplayer $2.35 foil $2.69
-
- Card Kingdom $17.99 foil $18.99
- Cardmarket €17.36 foil €16.12
- Mana Pool $13.70 foil $16.67
- TCGplayer $16.74 foil $16.77
-
- Card Kingdom $37.99 foil $39.99
- Cardmarket €30.61 foil €25.99
- Mana Pool $32.28 foil $37.50
- TCGplayer $34.37 foil $37.85
Artist Series: Victor Adame Minguez 4 cards
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- Card Kingdom $7.99 foil $7.49
- Cardmarket €6.23 foil €8.23
- Mana Pool $7.03 foil $8.06
- TCGplayer $6.85 foil $7.85
-
- Card Kingdom $14.99 foil $11.99
- Cardmarket €9.48 foil €11.30
- Mana Pool $11.63 foil $12.50
- TCGplayer $12.16 foil $13.13
-
- Cardmarket €13.54 foil €16.43
- Mana Pool $18.44 foil $18.59
- TCGplayer $17.70 foil $19.19
-
- Card Kingdom $6.49 foil $6.49
- Cardmarket €4.87 foil €6.68
- Mana Pool $6.61 foil $5.66
- TCGplayer $6.36 foil $6.51
Artist Series: Chris Rahn 4 cards
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- Card Kingdom $13.99
- Cardmarket €12.23 foil €13.16
- Mana Pool $11.25 foil $13.16
- TCGplayer $12.91 foil $14.93
-
- Card Kingdom $11.99 foil $10.99
- Cardmarket €11.42 foil €12.49
- Mana Pool $8.31 foil $8.33
- TCGplayer $7.94 foil $10.33
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Huntmaster of the Fells // Ravager of the Fells
- Card Kingdom $1.29 foil $2.29
- Cardmarket €1.41 foil €1.53
- Mana Pool $0.64 foil $1.13
- TCGplayer $1.74 foil $1.63
-
- Card Kingdom $16.99 foil $15.99
- Cardmarket €6.88 foil €8.29
- Mana Pool $13.80 foil $15.15
- TCGplayer $14.02 foil $15.08
Artist Series: Livia Prima 4 cards
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- Card Kingdom $13.99 foil $17.99
- Cardmarket €9.96 foil €11.49
- Mana Pool $12.48 foil $12.76
- TCGplayer $11.99 foil $14.86
-
- Card Kingdom $27.99 foil $29.99
- Cardmarket €25.62 foil €29.23
- Mana Pool $25.99 foil $28.29
- TCGplayer $26.48 foil $27.97
-
- Card Kingdom $2.49 foil $3.99
- Cardmarket €2.57 foil €2.35
- Mana Pool $3.24 foil $3.54
- TCGplayer $3.23 foil $3.93
-
- Card Kingdom $12.99 foil $11.99
- Cardmarket €10.26 foil €10.55
- Mana Pool $10.62 foil $10.73
- TCGplayer $11.70 foil $12.00
Artist Series: Volkan Baga 4 cards
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- Card Kingdom $13.99 foil $10.99
- Cardmarket €6.16 foil €6.52
- Mana Pool $9.45 foil $10.52
- TCGplayer $13.68 foil $11.39
-
- Card Kingdom $7.99 foil $7.49
- Cardmarket €4.31 foil €4.62
- Mana Pool $5.11 foil $3.93
- TCGplayer $5.81 foil $4.94
-
- Card Kingdom $10.99
- Cardmarket €14.57 foil €14.79
- Mana Pool $10.97 foil $11.71
- TCGplayer $13.33 foil $14.31
-
- Card Kingdom $6.49 foil $8.49
- Cardmarket €4.76 foil €5.21
- Mana Pool $4.76 foil $6.30
- TCGplayer $5.55 foil $6.24
Artist Series: Wayne Reynolds 4 cards
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- Card Kingdom $10.99
- Cardmarket €6.02 foil €8.60
- Mana Pool $8.33 foil $8.90
- TCGplayer $9.76 foil $10.18
-
- Card Kingdom $18.99
- Cardmarket €10.58 foil €11.15
- Mana Pool $14.58 foil $14.33
- TCGplayer $15.94 foil $15.44
-
- Card Kingdom $18.99 foil $17.99
- Cardmarket €10.40 foil €21.89
- Mana Pool $16.67 foil $19.69
- TCGplayer $15.74 foil $17.96
-
- Card Kingdom $6.49 foil $5.49
- Cardmarket €2.15 foil €2.74
- Mana Pool $4.78 foil $3.95
- TCGplayer $8.72 foil $2.76
Artist Series: Magali Villeneuve 4 cards
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- Card Kingdom $23.99 foil $21.99
- Cardmarket €19.74 foil €23.98
- Mana Pool $15.10 foil $18.19
- TCGplayer $17.52 foil $17.68
-
- Card Kingdom $6.99 foil $6.99
- Cardmarket €5.12 foil €5.91
- Mana Pool $4.89 foil $5.17
- TCGplayer $4.44 foil $6.04
-
- Card Kingdom $12.99 foil $14.99
- Cardmarket €8.82 foil €11.19
- Mana Pool $10.42 foil $12.10
- TCGplayer $11.10 foil $14.22
-
- Card Kingdom $13.99
- Cardmarket €8.86 foil €11.63
- Mana Pool $11.93 foil $13.76
- TCGplayer $12.13 foil $14.29
Artist Series: Sidharth Chaturvedi 4 cards
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- Card Kingdom $1.99
- Cardmarket €1.14 foil €1.55
- Mana Pool $1.51 foil $1.56
- TCGplayer $2.80 foil $2.95
-
- Card Kingdom $1.79 foil $2.79
- Cardmarket €2.30 foil €2.79
- Mana Pool $1.34 foil $2.17
- TCGplayer $3.46 foil $2.70
-
- Card Kingdom $47.99 foil $47.99
- Cardmarket €24.65 foil €23.60
- Mana Pool $33.76 foil $42.72
- TCGplayer $43.34 foil $43.91
-
- Card Kingdom $6.49 foil $9.99
- Cardmarket €5.06 foil €5.26
- Mana Pool $4.73 foil $4.79
- TCGplayer $5.38 foil $6.34
Artist Series: Johannes Voss 4 cards
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- Card Kingdom $6.49
- Cardmarket €2.66 foil €3.98
- Mana Pool $3.26 foil $3.35
- TCGplayer $3.36 foil $2.98
-
- Card Kingdom $13.99 foil $29.99
- Cardmarket €14.19 foil €23.68
- Mana Pool $10.87 foil $18.83
- TCGplayer $12.17 foil $20.09
-
- Card Kingdom $17.99 foil $14.99
- Cardmarket €16.94 foil €15.94
- Mana Pool $12.49 foil $14.11
- TCGplayer $15.19 foil $17.27
-
- Card Kingdom $7.49 foil $6.49
- Cardmarket €6.14 foil €7.04
- Mana Pool $5.28 foil $5.15
- TCGplayer $5.80 foil $5.32
Artist Series: Thomas Baxa 4 cards
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- Card Kingdom $2.79 foil $4.49
- Cardmarket €2.05 foil €2.24
- Mana Pool $1.66 foil $2.05
- TCGplayer $2.92 foil $3.54
-
- Card Kingdom $7.49 foil $6.49
- Cardmarket €2.68 foil €4.51
- Mana Pool $3.38 foil $6.24
- TCGplayer $6.86 foil $8.54
-
- Card Kingdom $21.99 foil $29.99
- Cardmarket €16.45 foil €29.11
- Mana Pool $19.79 foil $29.24
- TCGplayer $20.65 foil $30.64
-
- Card Kingdom $14.99 foil $12.99
- Cardmarket €11.82 foil €12.71
- Mana Pool $8.32 foil $9.26
- TCGplayer $11.19 foil $11.17
Artist Series: Mark Poole 6 cards
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- Card Kingdom $2.99
- Cardmarket €2.80 foil €3.32
- Mana Pool $2.59 foil $3.38
- TCGplayer $3.84 foil $4.78
-
- Card Kingdom $2.79 foil $3.49
- Cardmarket €4.04 foil €3.34
- Mana Pool $2.36 foil $2.35
- TCGplayer $2.41 foil $3.28
-
- Card Kingdom $6.49 foil $5.99
- Cardmarket €4.25 foil €5.58
- Mana Pool $3.64 foil $3.85
- TCGplayer $5.02 foil $4.82
-
- Card Kingdom $14.99 foil $18.99
- Cardmarket €12.65 foil €12.90
- Mana Pool $11.67 foil $14.52
- TCGplayer $13.18 foil $14.37
-
- Card Kingdom $6.99 foil $6.99
- Cardmarket €3.34 foil €3.83
- Mana Pool $5.21 foil $6.00
- TCGplayer $6.33 foil $5.81
-
- Card Kingdom $39.99 foil $34.99
- Cardmarket €24.76 foil €26.76
- Mana Pool $26.02 foil $27.52
- TCGplayer $27.67 foil $27.55
Artist Series: Seb McKinnon 4 cards
-
- Card Kingdom $10.99 foil $15.99
- Cardmarket €11.21 foil €18.53
- Mana Pool $8.06 foil $14.57
- TCGplayer $9.85 foil $14.55
-
- Card Kingdom $4.49 foil $7.99
- Cardmarket €5.20 foil €7.38
- Mana Pool $4.68 foil $6.01
- TCGplayer $6.17 foil $8.01
-
- Card Kingdom $23.99 foil $24.99
- Cardmarket €23.65 foil €27.72
- Mana Pool $19.95 foil $19.27
- TCGplayer $19.63 foil $20.29
-
- Card Kingdom $4.49 foil $8.99
- Cardmarket €3.90 foil €5.77
- Mana Pool $4.68 foil $4.94
- TCGplayer $7.06 foil $9.41
The Store Price Against Buying the Cards One at a Time
The single-card total is each card's price at TCGplayer on , in US dollars. A total only shows when every card in the drop has a price.
When It Was on Sale
What the Secret Lair store listed for each version, and when it sold out.
| Drop | Version | Price | Status | On Sale | Sold Out |
|---|---|---|---|---|---|
| Artist Series: Veronique Meignaud | Foil | $39.99 | Sold out | ||
| Artist Series: Veronique Meignaud | Non-foil | $29.99 | Sold out | ||
| Artist Series: Ian Miller | Foil | $39.99 | Sold out | ||
| Artist Series: Ian Miller | Non-foil | $29.99 | Sold out | ||
| Artist Series: Kieran Yanner | Foil | $39.99 | Sold out | ||
| Artist Series: Kieran Yanner | Non-foil | $29.99 | Sold out |
Rulings for the Cards on This Page
explain how a card works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary
247 rulings for 75 cards
Aether Vial
If Aether Vial leaves the battlefield while its second ability is on the stack, use its last known number of charge counters to determine what you may put from your hand onto the battlefield.
If a card in a player's hand has {X} in its mana cost, X is considered to be 0.
Akroma, Angel of Fury
In a Commander game where Akroma is your commander, you may cast it face down from the command zone by paying {3} plus {2} for each time it has been cast from your command zone. The cost to turn it face up is unaffected. While face down, the combat damage it deals is still counted as damage dealt by your commander.
A spell or ability that counters spells can still target Akroma. When that spell or ability resolves, Akroma won't be countered, but any additional effects of the countering spell or ability will still happen.
If Akroma, Angel of Fury is cast face down, it can be countered.
Animar, Soul of Elements
To determine the total cost of a creature spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions. The mana value of the creature remains unchanged, no matter what the total cost to cast it was.
Animar's triggered ability triggers only when a creature spell is cast, after costs are paid. The counter put on Animar for a creature spell won't affect the cost of that creature spell, only future ones.
Animar's triggered ability resolves before the creature spell that causes it to trigger. The ability will resolve even if that spell is countered.
Arcane Signet
If your commander is a card that has no colors in its color identity, Arcane Signet's ability produces no mana. It doesn't produce {C}.
If you have two commanders, the ability adds one mana of any color in their combined color identities.
If you don't have a commander, Arcane Signet's ability produces no mana.
Balance
First the player whose turn it is chooses which lands (if any) to keep, then each other player in turn order does the same. Each player will know the choices made by the players who chose before them. All of the unchosen lands are then sacrificed simultaneously. Then the process is repeated for cards in hand, except that no cards are revealed until all players have chosen what to discard, at which point those cards are all discarded simultaneously. Lastly, the process is repeated for creatures, and players will again know earlier choices made when deciding what to sacrifice. All of the unchosen creatures are then sacrificed simultaneously.
Each type of object is counted during the corresponding part of the process. Cards in hand are counted after lands have been sacrificed, and creatures on the battlefield are counted after cards have been discarded. Thus, a land creature sacrificed to the first part of the spell would not be counted when determining how many creatures are on the battlefield for the last part.
Balance doesn't have targets, so permanents that can't be targeted, such as a creature with shroud or protection from white, are valid choices to be sacrificed.
Balthor the Defiled
You can only activate this ability if Balthor the Defiled is on the battlefield.
Berserk
If the target permanent stops being a creature before the next end step, it is still destroyed when the delayed trigger resolves.
Bloodsoaked Champion
Raid abilities evaluate the entire turn to see if you attacked with a creature. That creature doesn't have to still be on the battlefield. Similarly, the player, planeswalker, or battle it attacked doesn't have to still be in the game or on the battlefield.
Raid abilities care only that you attacked with a creature. It doesn't matter how many creatures you attacked with or which player, planeswalker, or battle those creatures attacked.
The activated ability can be activated only if Bloodsoaked Champion is in your graveyard. Notably, if it attacks and then dies later in the turn, you can use its ability to return it to the battlefield, as its attack satisfies its own activation instruction.
Braid of Fire
Any of this mana that isn't spent during your upkeep step will be removed before your draw step begins. You cannot save it to be spent on the card you will draw this turn.
Braid of Fire is a very unusual card. "Add {R}" is a cost. This enchantment does nothing but add increasing amounts of mana during your upkeep.
Brainstorm
You draw three cards and put two cards back all while Brainstorm is resolving. Nothing can happen between the two, and no player may choose to take actions.
Breeches, Eager Pillager
If you somehow control two or more Breeches, Eager Pillager, track which modes have been chosen each turn for each one's ability separately.
If you can't legally choose a mode because all three have been chosen that turn, that instance of the ability is removed from the stack with no effect.
You pay all costs and follow all normal timing rules for cards played this way. For example, if the exiled card is a land card, you may play it only during your main phase while the stack is empty.
Compost
The ability triggers on a black card being discarded, milled, or countered, as well as a black card going to the graveyard from the battlefield.
Concordant Crossroads
This ability affects all creatures, not just the ones you control.
This has the supertype world. When a world permanent enters, any world permanents that were already on the battlefield are put into their owners' graveyards. This is a state-based action called the "world rule." The new world permanent stays on the battlefield. If two world permanents enter at the same time, they're both put into their owners' graveyards.
Contagion Engine
Players can respond to a spell or ability whose effect includes proliferating. Once that spell or ability starts to resolve, however, and its controller chooses which permanents and players will get new counters, it's too late for anyone to respond.
An ability that triggers "Whenever you proliferate" triggers even if you chose no permanents or players while doing so.
If a permanent ever has both +1/+1 counters and -1/-1 counters on it at the same time, they're removed in pairs as a state-based action so that the permanent has only one of those kinds of counters on it.
If a player or permanent has more than one kind of counter on it, and you choose for it to get additional counters, it must get one of each kind of counter it already has. You can't have it get just one kind of counter it already has and not the others.
To proliferate, you can choose any permanent that has a counter, including ones controlled by opponents. You can choose any player who has a counter, including opponents. You can't choose cards in any zone other than the battlefield, even if they have counters on them.
You don't have to choose every permanent or player that has a counter, only the ones you want to add another counter to. Since "any number" includes zero, you don't have to choose any permanents at all, and you don't have to choose any players at all.
As Contagion Engine's activated ability resolves, you'll complete an entire proliferate action, then you'll complete a second proliferate action. You may choose different players and/or permanents, or different counters on those permanents, when you proliferate the second time.
Players can't respond between the first and the second proliferate actions.
Death's Shadow
In a Two-Headed Giant game, your life total is your team's life total.
The value of X changes as you gain and lose life. It's not locked in as Death's Shadow enters the battlefield.
If your life total is negative, X is considered to be 0.
Death's Shadow's ability applies only while Death's Shadow is on the battlefield. In all other zones, its power and toughness are 13.
Deepglow Skate
As Deepglow Skate's ability resolves, you must double each kind of counter on the permanents it targets.
You can choose no targets if you don't want to double the counters on any permanents.
To double the number of each kind of counter on a permanent, put another counter on it for each counter it already has. Effects that interact with counters being put onto permanents apply as appropriate.
Deflecting Swat
It doesn't matter whose commander you control. Any one will do. If you have two commanders, you just need to control one of them.
If the target spell has damage divided as it was cast (like Mythos of Vadrok), the division can't be changed although the targets receiving that damage still can. The same is true of spells that distribute counters.
If you choose new targets for the target spell, the new targets must be legal.
Once you begin casting this spell, players can't take any other actions until you're done casting it. Notably, they can't try to remove the commander you control to make you pay its cost.
If the target spell has a variable number of targets, you can't change how many targets it has.
Demonic Tutor
You don't reveal the card to your opponent.
You pick a card on resolution.
This card is put directly into your hand. It is not drawn.
Depala, Pilot Exemplar
For the ability to trigger, Depala has to actually change from untapped to tapped. If an effect attempts to tap Depala, but it was already tapped at the time, this ability won't trigger.
Depala, Pilot Exemplar's last ability is a triggered ability, not an activated ability. It doesn't allow you to tap Depala whenever you want; rather, you need some other way of tapping it, such as by attacking.
Eldrazi Temple
The mana generated by the last ability can’t be spent to activate abilities of Eldrazi sources that aren’t on the battlefield.
Elspeth, Knight-Errant
Lethal damage and effects that say “destroy” won’t cause a permanent with indestructible to be put into the graveyard. However, a permanent with indestructible can be put into the graveyard for a number of reasons. The most likely reasons are if it’s sacrificed, if it’s a creature whose toughness is 0 or less, or if it’s an Aura that’s either unattached or attached to something illegal.
Emblems behave similarly to enchantments: They have an ability that, in a general sense, continually affects the game. The primary difference between them is that emblems aren’t permanents and don’t exist on the battlefield. Nothing in the game can remove an emblem, simply because no other spell or ability references them. Once you get an emblem, you keep it for the rest of the game. Emblems have no color, name, card type, or other characteristics beyond the listed ability.
Emeria, the Sky Ruin
Emeria, the Sky Ruin's triggered ability has an "intervening 'if' clause." That means (1) the ability won't trigger at all unless you control seven or more Plains as your upkeep starts, and (2) the ability will do nothing if you control fewer than seven Plains by the time it resolves.
Emrakul, the Promised End
While controlling another player, you can see all cards in the game that player can see. This includes cards in that player’s hand, face-down cards that player controls, and any cards in that player’s library the player may look at.
Protection from instants means that Emrakul can’t be the target of instant spells or activated or triggered abilities from instant cards, and damage that would be dealt to it by instant spells or cards is prevented. Instant spells may still affect it in other ways; for example, it would still receive the bonus from Rally the Peasants.
While controlling another player, you make all choices and decisions that player is allowed to make or is told to make during that turn. This includes choices about what spells to cast or what abilities to activate, as well as any decisions called for by triggered abilities or for any other reason.
The player you’re controlling is still the active player during that turn.
If the targeted player loses the game while you control their turn during a multiplayer game, the extra turn never begins.
While controlling another player, you also continue to make your own choices and decisions.
You also can’t make any choices or decisions for the player that would be called for by the tournament rules (such as whether to take an intentional draw or whether to call a judge).
Multiple player-controlling effects that affect the same player overwrite each other. The last one to be created is the one that works. If multiple players have cast Emrakul and targeted the same player, each ability’s effect will create an extra turn.
Protection abilities only apply while the object with the ability is on the battlefield. Notably, Emrakul may be the target of a spell that targets it while on the stack, such as Syncopate.
You can’t make any illegal decisions or illegal choices—you can’t do anything that player couldn’t do. You can’t make choices or decisions for that player that aren’t called for by the game rules or by any cards, permanents, spells, abilities, and so on. If an effect causes another player to make decisions that the affected player would normally make (such as Master Warcraft does), that effect takes precedence. In other words, if the affected player wouldn’t make a decision, you wouldn’t make that decision on that player’s behalf.
You can’t make the affected player concede. That player may choose to concede at any time, even while you’re controlling that player.
An ability that triggers when a player casts a spell resolves before the spell that caused it to trigger. It resolves even if that spell is countered or otherwise leaves the stack without resolving.
You only control the player. You don’t control any of that player’s permanents, spells, or abilities.
In a Two-Headed Giant game, gaining control of a player causes you to gain control of each player on that team.
You can use only the affected player’s resources (cards, mana, and so on) to pay costs for that player; you can’t use your own. Similarly, you can use the affected player’s resources only to pay that player’s costs; you can’t spend them on your costs.
Controlling a player doesn’t allow you to look at that player’s sideboard. If an effect instructs that player to choose a card from outside the game, you can’t have that player choose any card.
The card types that could appear in your graveyard are artifact, battle, creature, enchantment, instant, kindred, land, planeswalker, and sorcery. Supertypes (such as legendary and basic) and subtypes (such as Human and Equipment) are not counted. The maximum discount that Emrakul’s own ability can provide is {9}.
If the targeted player skips their next turn, you’ll control the next turn the affected player actually takes, and the extra turn the player takes will be after that turn.
Enchanted Evening
This has no effect on those permanents other than letting them interact with things that care about enchantments.
Faeburrow Elder
Faeburrow Elder's middle ability can give it at most +5/+5, that is, +1/+1 each for white, blue, black, red, and green. "Gold," "multicolor," and "colorless" aren't colors. Similarly, Faeburrow Elder's last ability can produce at most five mana.
Since Faeburrow Elder is a green and white permanent, its middle ability usually gives it at least +2/+2 and its last ability usually produces at least {G}{W}.
Fleshbag Marauder
When its ability resolves, you may sacrifice Fleshbag Marauder itself. If you control no other creatures, you'll have to sacrifice Fleshbag Marauder.
As Fleshbag Marauder's ability resolves, first the player whose turn it is chooses a creature to sacrifice, then each other player in turn order does the same knowing the choices made before them. Then all those creatures are sacrificed simultaneously.
Gaea's Blessing
If an effect puts multiple cards from your library into your graveyard at once, put all of those cards there before Gaea's Blessing shuffles your graveyard into your library.
If Gaea's Blessing has no legal target cards in a graveyard, either because its targets became illegal or because you didn't choose any, the target player shuffles their library.
Ghost Quarter
The target land's controller gets to search for a basic land card even if that land wasn't destroyed by Ghost Quarter's ability. This may happen because the land has indestructible or because it was regenerated.
If the targeted land is an illegal target by the time Ghost Quarter's ability resolves, it won't resolve and none of its effects will happen. The land's controller won't get to search for a basic land card.
If you target Ghost Quarter with its own ability, the ability won't resolve because its target is no longer on the battlefield. You won't get to search for a land card.
Glissa Sunseeker
You need to have the unspent mana before the ability resolves. The ability doesn't allow you to activate mana abilities while it's resolving.
The artifact's mana value must be exactly equal to the amount of unspent mana you have when the ability resolves. If there's less mana or more mana, the artifact won't be destroyed.
Grand Abolisher
Grand Abolisher doesn't affect triggered abilities or static abilities.
Grand Abolisher doesn't stop your opponents from activating abilities of artifact, creature, or entorchantment cards in zones other than the battlefield (like cycling abilities, for example).
Howling Mine
The triggered ability is put onto the stack after you have already drawn your card for the turn.
The additional draw is separate from any other draw during your draw step. It happens when the triggered ability resolves.
It does not trigger at all if this is tapped at the start of the draw step, and it checks this again on resolution.
If Howling Mine leaves the battlefield before it resolves, then the last known tap or untap state of the card is used for resolution.
Huntmaster of the Fells // Ravager of the Fells
For more information on double-faced cards, see the Shadows over Innistrad mechanics article (http://magic.wizards.com/en/articles/archive/feature/shadows-over-innistrad-mechanics).
Inalla, Archmage Ritualist
If the creature that caused Inalla's ability to trigger has already left the battlefield by the time the ability resolves, you can still pay {1}. If you do, you'll create a token with the copiable values of the characteristics of that creature as it last existed on the battlefield.
You can pay {1} only once each time Inalla's first ability resolves. You can't pay more to get more than one token.
If the copied creature had {X} in its mana cost, X is 0.
The token copies exactly what was printed on the creature and nothing else (unless that creature was copying something else; see below). It doesn't copy whether that creature was tapped or untapped, whether it had any counters on it or Auras and/or Equipment attached to it, or any non-copy effects that changed its power, toughness, types, color, and so on.
If a copied creature is legendary, any triggered abilities it has will trigger if appropriate before the "legend rule" causes one of those legendary creatures to be put into its owner's graveyard. Those abilities will be put on the stack after the "legend rule" is applied.
This commander's eminence ability is a triggered ability. The commander must be on the battlefield or in the command zone as the trigger event occurs and also as the triggered ability resolves. If the commander is in an appropriate zone as the trigger event occurs but leaves that zone, the ability won't do anything as it resolves.
If Inalla enters the battlefield at the same time as other Wizards you control, its ability will trigger for each of those other Wizards.
If the copied creature was copying something else, the token enters the battlefield as whatever that permanent was copying.
Notably, if your commander is on the battlefield and its eminence ability triggers, but it's put into the command zone before that ability resolves, that ability won't do anything as it resolves. This is because an object that changes zones is considered a new object.
To activate Inalla's last ability, you may tap any untapped Wizards you control, including ones you haven't controlled continuously since the beginning of your most recent turn, such as Inalla itself. (Note that tapping the creature doesn't use {T} [the tap symbol].)
Any enters-the-battlefield abilities of the copied creature will trigger when the token enters the battlefield. Any "As [this creature] enters the battlefield" or "[This creature] enters the battlefield with" abilities of the copied creature will also work.
Inquisition of Kozilek
If you target yourself with this spell, you must reveal your entire hand to the other players just as any other player would.
It That Betrays
It doesn’t matter whose graveyard the permanent is put into, only that it was last controlled by, and sacrificed by, an opponent.
When the second ability resolves, you must return the card to the battlefield, even if you don’t want to.
Annihilator abilities trigger and resolve during the declare attackers step. The defending player chooses and sacrifices the required number of permanents before they declare blockers. Any creatures sacrificed this way won’t be able to block.
The second ability triggers whenever an opponent sacrifices a nontoken permanent for any reason, not just due to the annihilator ability.
If a creature with annihilator is attacking a planeswalker, and the defending player chooses to sacrifice that planeswalker, the attacking creature continues to attack. It may be blocked. If it isn’t blocked, it simply won’t deal combat damage to anything.
If an opponent sacrifices an Aura, you’ll choose what it enchants as you return it to the battlefield. No player can respond to the choice. Since an Aura doesn’t target anything if it isn’t cast as a spell, you can enchant a permanent with shroud this way.
If the sacrificed permanent that caused the second ability to trigger somehow leaves the graveyard before the ability resolves (possibly because it was returned to the battlefield by the ability of another It That Betrays), the ability simply won’t do anything when it resolves.
If an opponent sacrifices a nontoken permanent as part of paying the cost of a spell or ability, the second ability triggers and goes on the stack on top of it. This ability will resolve, causing you to return the card to the battlefield before the other spell or ability resolves.
Karmic Guide
Paying for echo is always optional. When the echo triggered ability resolves, if you can't pay the echo cost or choose not to, you sacrifice that permanent.
Your permanent's echo ability will trigger at the beginning of your upkeep if it entered the battlefield since the beginning of your last upkeep, or if you gained control of it since the beginning of your last upkeep.
Karrthus, Tyrant of Jund
When the triggered ability resolves, you'll untap all Dragons, including the ones you already control.
The control-change effect of Karrthus's triggered ability lasts indefinitely. It doesn't wear off during the cleanup step, and it doesn't expire if Karrthus leaves the battlefield. In a multiplayer game, it does expire if you leave the game.
Knight Exemplar
If you control two Knight Exemplars, each one causes the other to get +1/+1 and have indestructible.
Lethal damage, damage from a source with deathtouch, and effects that say “destroy” won't cause a creature with indestructible to be put into the graveyard. However, a creature with indestructible can be put into the graveyard for a number of reasons. The most likely reasons are if it's sacrificed, if it's legendary and another legendary creature with the same name is controlled by the same player, or if its toughness is 0 or less.
If another Knight creature you control is dealt lethal damage, the creature isn't destroyed, but the damage remains marked on it. If, at some point later in that turn, you no longer control Knight Exemplar or it loses its abilities, the other Knight creature will lose indestructible and will be destroyed.
If an effect would simultaneously destroy Knight Exemplar and another Knight creature you control, only Knight Exemplar is destroyed.
Knight of the White Orchid
The Plains you search for doesn't have to be basic. For example, you could put a Sacred Foundry onto the battlefield.
Knight of the White Orchid's triggered ability has an “intervening ‘if' clause.” That means (1) the ability won't trigger at all unless any one of your opponents controls more lands than you, and (2) the ability will do nothing if you control at least as many lands as each of your opponents by the time it resolves.
Korvold, Fae-Cursed King
Korvold's last ability is a triggered ability, not an activated ability. It doesn't allow you to sacrifice a permanent whenever you want; rather, you need some other way of sacrificing permanents, such as Korvold's first triggered ability.
If you sacrifice a permanent as part of a spell or activated ability's cost, Korvold's last ability will resolve before that spell or ability.
If you sacrifice Korvold, its last ability triggers. You won't put a +1/+1 counter on anything, but you'll draw a card.
A legendary permanent that is put into a graveyard because of the "legend rule" isn't sacrificed.
If you somehow control no other permanents, you can attack with Korvold. You won't sacrifice anything, and there's no penalty for being unable to do so.
Koth of the Hammer
Emblems behave similarly to enchantments: They have an ability that, in a general sense, continually affects the game. The primary difference between them is that emblems aren’t permanents and don’t exist on the battlefield. Nothing in the game can remove an emblem, simply because no other spell or ability references them. Once you get an emblem, you keep it for the rest of the game. Emblems have no color, name, card type, or other characteristics beyond the listed ability.
If Koth’s first ability animates a Mountain that came under your control that turn, it will have “summoning sickness” and be unable to attack. It will also be unable to be tapped to activate an ability with the {T} symbol in its cost, such as the Mountain’s mana ability or the ability granted to it by Koth’s emblem.
Koth’s emblem grants an activated ability to each Mountain you control at any given time for the rest of the game. It will continuously check which permanents you control are Mountains to determine what has the ability. For example, a Mountain that comes under your control later in the game will have the ability, while a Mountain you controlled at the time the emblem was created, but that later came under the control of another player, will no longer have the ability.
Koth’s first ability can target any Mountain, including an untapped Mountain and/or a Mountain another player controls.
Loyalty abilities can’t be mana abilities. Koth’s second ability uses the stack and can be countered or otherwise responded to. Like all loyalty abilities, it can be activated only once per turn, during your main phase, when the stack is empty, and only if no other loyalty abilities of this permanent have been activated this turn.
Kozilek, the Great Distortion
To activate the last ability, there must be a legal target: a spell on the stack. That target will determine the value of X and the mana value of the card you discard. You can't activate the ability unless you can match the mana value of a spell on the stack to that of a card in your hand.
The mana value of a spell doesn't change, even if it's been cast using an alternative cost (such as an awaken cost). For example, the mana value of a Sheer Drop (a spell with mana cost {2}{W}) that's been cast for its awaken cost of {5}{W} is 3.
Kozilek's triggered ability checks to see if you have fewer than seven cards in hand when you cast it. Kozilek is on the stack at this time and not in your hand. If you don't, the ability won't trigger at all. If the ability does trigger, it will check again as it tries to resolve. If you have seven or more cards in hand at that time, the ability won't do anything.
If there's an {X} in the mana cost of the card you discard, that X is 0. Any {X} in the mana cost of the target spell will have whatever value was determined for it as the spell was cast.
Linvala, Keeper of Silence
No abilities of creatures your opponents control can be activated, including mana abilities.
Linvala’s last ability affects only creatures on the battlefield. Activated abilities that work in other zones (such as bloodrush or unearth) can still be activated. Triggered abilities (starting with “when,” “whenever,” or “at”) are unaffected.
Activated abilities contain a colon. They’re generally written “[Cost]: [Effect].” Some keywords are activated abilities and will have colons in their reminder text.
Lord of the Pit
If Lord of the Pit has gained lifelink, being dealt 7 damage by it doesn’t cause your life total to change, even though you gain and lose life. If your life total is less than 7, you won’t lose the game.
If you have two Lords of the Pit, you can sacrifice them to each other.
If you control any other creatures as Lord of the Pit’s triggered ability resolves, you must sacrifice one. You can’t choose to be dealt 7 damage instead.
Lord of the Undead
Lord of the Undead now has the Zombie creature type and its first ability has been reworded to affect *other* Zombies. This means that if two Lord of the Undead are on the battlefield, each gives the other a bonus.
Master of the Wild Hunt
All Wolves you control are tapped as part of the activated ability's effect, not as a cost. Players may respond by attempting to tap or untap Wolves, or to create or remove them.
If the target creature is an illegal target by the time Master of the Wild Hunt's ability tries to resolve, the ability doesn't resolve. You won't tap your Wolves, and nothing will deal or be dealt damage.
The controller of the target creature doesn't divide that creature's damage as the ability is activated (since the Wolves that will receive that damage aren't targeted), so that player does so as the ability resolves. There is no time to react between the time a Wolf is chosen, the time damage is dealt to it, and the time it's destroyed for having been dealt lethal damage. If you want to put a regeneration shield on one of those Wolves, or target it with a damage-prevention spell, or anything else, you must do so before the ability resolves (and before you know which Wolves will be chosen and how much damage will be dealt to them).
Only a Wolf creature tapped as part of the ability's effect can be dealt damage by the target creature.
Mikaeus, the Unhallowed
If a Human deals damage to you at the same time that Mikaeus is dealt lethal damage, Mikaeus’s triggered ability triggers. That Human will be destroyed even though Mikaeus has left the battlefield.
Any damage dealt to you by a Human will cause Mikaeus’s ability to trigger, including noncombat damage dealt to you by a Human and damage dealt to you by a Human you control.
If a non-Human creature you control without a +1/+1 counter dies at the same time as Mikaeus, that creature’s undying ability granted by Mikaeus triggers and will return it to the battlefield.
The +1/+1 bonus that Mikaeus gives to other non-Human creatures you control isn’t a counter. It won’t prevent undying from triggering.
Nemesis of Reason
If the defending player has fewer than ten cards in their library, that player's entire library is put into their graveyard.
Ob Nixilis Reignited
The emblem created by Ob Nixilis Reignited's last ability is both owned and controlled by the target opponent. In a multiplayer game, if you own Ob Nixilis Reignited and use him to give one of your opponents an emblem, the emblem remains even if you leave the game.
Olivia, Mobilized for War
If you discard a card, the creature only gains haste until end of turn, but the +1/+1 counter and Vampire subtype remain indefinitely.
If the entering creature leaves the battlefield before the triggered ability of Olivia, Mobilized for War resolves, you may still discard a card. The rest of the ability has no effect.
You decide whether to discard a card as the triggered ability of Olivia, Mobilized for War resolves. If you do, the rest of the ability’s effects happen before any player may take actions.
Patron Wizard
Since the cost does not include the {T} symbol, it can tap itself even on the turn it enters.
Platinum Angel
No game effect can cause you to lose the game or cause any opponent to win the game while you control Platinum Angel. It doesn't matter whether you have 0 or less life, you're forced to draw a card while your library is empty, you have ten or more poison counters, you're dealt combat damage by Phage the Untouchable, your opponent has Mortal Combat with twenty or more creature cards in their graveyard, or so on. You keep playing.
Other circumstances can still cause you to lose the game, however. You will lose a game if you concede, if you're penalized with a Game Loss or a Match Loss during a sanctioned tournament due to a DCI rules infraction, or if your _Magic Online_(R) game clock runs out of time.
If you control Platinum Angel in a Two-Headed Giant game, your team can't lose the game and the opposing team can't win the game.
You can concede a game while Platinum Angel on the battlefield. A concession causes you to leave the game, which then causes you to lose the game (Once you concede, you no longer control a Platinum Angel, so its ability can't prevent you from losing the game).
Effects that say the game is a draw, such as the _Legends_(TM) card Divine Intervention, are not affected by Platinum Angel. They'll still work.
Primeval Titan
You may find any land cards, not just basic land cards.
Progenitus
"Protection from everything" means the following: Progenitus can't be blocked, Progenitus can't be enchanted or equipped, Progenitus can't be the target of spells or abilities, and all damage that would be dealt to Progenitus is prevented.
Progenitus can still be affected by effects that don't target it or deal damage to it (such as Day of Judgment).
Reality Smasher
The last ability will trigger due to any spell controlled by an opponent (including an Aura spell) that targets Reality Smasher.
Sanctum Prelate
Effects that increase or reduce the cost to cast a spell don't affect that spell's mana value.
For spells with {X} in their mana costs, use the value chosen for X to determine if the spell's mana value is the chosen number. For example, if the chosen number is 4, a noncreature spell with mana cost {X}{R}{R} couldn't be cast with X equal to 2, but it could be cast with X equal to any other number.
Serra the Benevolent
In a Two-Headed Giant game, damage dealt to you and/or your teammate that would reduce your team's life total to less than 1 reduces it to 1 instead, as long as you control a creature. It doesn't matter whether your teammate controls a creature, even if they're the player being dealt damage
Serra's emblem doesn't prevent damage. It only changes the result of damage dealt to you. For example, a creature with lifelink that deals damage to you will still cause its controller to gain life, even if that damage would reduce your life total to less than 1.
Serra's emblem doesn't stop loss of life from effects that say that you lose life.
In the Commander variant, combat damage you're dealt by a commander is still tracked, even if it doesn't change your life total.
Serra's first ability affects only creatures you control with flying at the time it resolves. Creatures you begin to control later in the turn or that gain flying later in the turn won't get +1/+1.
If you have less than 1 life and somehow haven't lost the game, damage dealt to you reduces your life total further below 0 (as normal).
Sliver Hivelord
Damage dealt to a Sliver with indestructible is still marked on that creature. If it has lethal damage marked on it and it loses indestructible (perhaps because Sliver Hivelord leaves the battlefield), it will be destroyed.
If you change the creature type of a Sliver you control so it’s no longer a Sliver, it will no longer be affected by its own ability. Its ability will continue to affect other Sliver creatures you control.
Slivers in this set affect only Sliver creatures you control. They don’t grant bonuses to your opponents’ Slivers. This is the same way Slivers from the Magic 2014 core set worked, while Slivers in earlier sets granted bonuses to all Slivers.
Abilities that Slivers grant, as well as power/toughness boosts, are cumulative. However, for some abilities, like indestructible and the ability granted by Belligerent Sliver, having more than one instance of the ability doesn’t provide any additional benefit.
Song of the Dryads
The enchanted permanent loses any card types, subtypes, and colors it previously had. It keeps any supertypes it had and its name remains unchanged. It gains “{T}: Add {G}” and loses all other abilities from its rules text. It will still have any abilities it gained from other effects.
If the permanent was an Aura or an Equipment, it becomes unattached from whatever it was attached to.
Sower of Temptation
If Sower of Temptation leaves the battlefield before the ability resolves, the ability will have no effect.
You retain control of the targeted creature as long as Sower of Temptation remains on the battlefield, even if a different player gains control of Sower of Temptation itself.
Spellskite
If a spell or ability has a variable number of targets, you can't change the number of targets.
You can activate Spellskite's ability even if Spellskite isn't a legal target for the target spell or ability—or even if that spell or ability has no targets. In this case, no targets are changed.
If the spell or ability has multiple instances of the word “target,” you choose which one target you're changing to Spellskite as Spellskite's ability resolves.
If Spellskite leaves the battlefield before its ability resolves or otherwise becomes an illegal target for the target spell or ability before its ability resolves, no targets are changed.
If a spell or ability has multiple targets but doesn't use the word “target” multiple times, such as the ability of Deepglow Skate, you can only change one of the targets to Spellskite.
If changing one target of a spell or ability to Spellskite would make other targets of that spell or ability illegal, that target can't be changed to Spellskite.
Sphere of Safety
If you control Sphere of Safety, your opponents can choose not to attack with a creature with an ability that says it attacks if able.
Sram, Senior Edificer
Sram's ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered or otherwise leaves the stack.
Stoneforge Mystic
When Stoneforge Mystic's second ability resolves, you may put any Equipment card from your hand onto the battlefield, not just the one you searched for with its first ability. The Equipment is put onto the battlefield unattached.
Sun Titan
If the mana cost of a card in your graveyard includes {X}, X is considered to be 0.
If a card in your graveyard has no mana symbols in its upper right corner (because it's a land card, for example), its mana value is 0.
A permanent card is an artifact, creature, enchantment, land, or planeswalker card.
The mana value of a card in your graveyard is determined solely by the mana symbols printed in its upper right corner. The mana value is the total amount of mana in that cost, regardless of color. For example, a card with mana cost {3}{U}{U} has mana value 5.
Sunblast Angel
The second ability destroys each creature that's tapped at the time it resolves, including creatures you control. If Sunblast Angel has become tapped by the time its ability resolves, it will be destroyed too.
Sword of Truth and Justice
Players can respond to a spell or ability whose effect includes proliferating. Once that spell or ability starts to resolve, however, and its controller chooses which permanents and players will get new counters, it's too late for anyone to respond.
An ability that triggers "Whenever you proliferate" triggers even if you chose no permanents or players while doing so.
If a permanent ever has both +1/+1 counters and -1/-1 counters on it at the same time, they're removed in pairs as a state-based action so that the permanent has only one of those kinds of counters on it.
If a player or permanent has more than one kind of counter on it, and you choose for it to get additional counters, it must get one of each kind of counter it already has. You can't have it get just one kind of counter it already has and not the others.
To proliferate, you can choose any permanent that has a counter, including ones controlled by opponents. You can choose any player who has a counter, including opponents. You can't choose cards in any zone other than the battlefield, even if they have counters on them.
You don't have to choose every permanent or player that has a counter, only the ones you want to add another counter to. Since "any number" includes zero, you don't have to choose any permanents at all, and you don't have to choose any players at all.
Protection from a color means that the equipped creature can't be blocked by creatures of that color, can't be the target of spells of that color or abilities from sources of that color, can't be enchanted or equipped by Auras or Equipment of that color, and all damage that sources of that color would deal to it is prevented. Nothing other than these events is prevented or illegal.
If a permanent or player you choose while proliferating has more than one kind of counter on it, it will get one more of each of those kinds. This means that if you put a +1/+1 counter on a creature you control with a -1/-1 counter on it, then choose that creature while proliferating, you'll put another of each of those counters on it before state-based actions remove them.
Tireless Tracker
A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
Whenever a land you control enters, each landfall ability of permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve. As a result, you can have those abilities resolve in the order of your choosing.
A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
Clue is an artifact type. Even though it appears on some cards with other permanent types, it's never a creature type, a land type, or anything but an artifact type.
Some abilities trigger "whenever you sacrifice a Clue". Those abilities trigger whenever you sacrifice a Clue for any reason, not just to activate a Clue's activated ability.
Some spells and abilities that investigate may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't create any Clue tokens.
If an effect refers to a Clue, it means any Clue artifact, not just a Clue artifact token. For example, you can sacrifice Wrench to pay for Alquist Proft, Master Sleuth's activated ability.
You can't sacrifice a Clue to pay multiple costs. For example, you can't sacrifice a Clue token to activate its own ability and also to activate Alquist Proft, Master Sleuth's ability.
Torbran, Thane of Red Fell
If damage dealt by a source you control is being divided or assigned among multiple permanents an opponent controls or among an opponent and one or more permanents they control, divide the original amount before adding 2. For example, if you attack with a 5/5 red creature with trample and your opponent blocks with a 2/2 creature, you can assign 2 damage to the blocker and 3 damage to the defending player. These amounts are then modified to 4 and 5, respectively.
The additional 2 damage is dealt by the same source as the original source of damage. The damage isn't dealt by Torbran unless Torbran is the original source of damage.
If another effect modifies how much damage your red source would deal, including preventing some of it, the player being dealt damage or the controller of the permanent being dealt damage chooses an order in which to apply those effects. If all of the damage is prevented, Torbran's effect no longer applies.
Tsabo Tavoc
The destroy ability only works on legendary creatures, not on other legendary permanents.
Twilight Prophet
If the mana cost of the revealed card includes {X}, X is considered to be 0.
If your tenth permanent enters the battlefield and then a permanent leaves the battlefield immediately afterwards (most likely due to the "Legend Rule" or due to being a creature with 0 toughness), you get the city's blessing before it leaves the battlefield.
The mana value of a split card, such as cards with aftermath from the Amonkhet block, is based on the combined mana cost of its two halves.
If you control ten permanents but don't control a permanent or resolving spell with ascend, you don't get the city's blessing. For example, if you control ten permanents, lose control of one, then cast Golden Demise, you won't have the city's blessing and the spell will affect creatures you control.
Once you have the city's blessing, you have it for the rest of the game, even if you lose control of some or all of your permanents. The city's blessing isn't a permanent itself and can't be removed by any effect.
In a Two-Headed Giant game, Twilight Prophet's last ability causes the opposing team to lose twice X life and you gain X life.
If you cast a spell with ascend, you don't get the city's blessing until it resolves. Players may respond to that spell by trying to change whether you get the city's blessing.
A permanent is any object on the battlefield, including tokens and lands. Spells and emblems aren't permanents.
Ascend on a permanent isn't a triggered ability and doesn't use the stack. Players can respond to a spell that will give you your tenth permanent, but they can't respond to getting the city's blessing once you control that tenth permanent. This means that if your tenth permanent is a land you play, players can't respond before you get the city's blessing.
If the revealed card doesn't have a mana cost (because it's a land card, for example), its mana value is 0.
Some cards have triggered abilities with an intervening "if" clause that checks whether you have the city's blessing. These are worded "[Trigger condition], if you have the city's blessing, [effect]." You must already have the city's blessing in order for these abilities to trigger; otherwise they do nothing. In other words, there's no way to have the ability trigger if you don't have the city's blessing, even if you intend to get it in response to the triggered ability.
Umezawa's Jitte
If the Jitte is moved after the "+2/+2" mode is announced but before it resolves, the bonus is given to the creature that is equipped when the ability resolves.
If the Jitte leaves the battlefield after the "+2/+2" mode is announced but before it resolves, the bonus is given to the creature that was most recently equipped once the ability resolves.
The ability can be used any time Umezawa's Jitte's controller has priority — only the "target creature" choice has additional requirements. Choosing the "Equipped creature gets +2/+2 until end of turn" mode does nothing if the Jitte isn't equipped to a creature when the ability resolves.
Umezawa's Jitte's activated ability generates a modal choice. The choice is made when the ability is activated.
If the "target creature gets -1/-1 until end of turn" mode is chosen, the target creature must also be announced.
Voldaren Pariah // Abolisher of Bloodlines
If you discard a card with madness while a spell or ability is resolving, it moves immediately to exile. Continue resolving that spell or ability, noting that the card you discarded is not in your graveyard at this time. Its madness triggered ability will be placed onto the stack once that spell or ability has completely resolved.
Casting a spell with madness ignores the timing rules based on the card's card type. For example, you can cast a sorcery with madness if you discard it during an opponent's turn.
Cards are discarded in a Magic game only from a player's hand. Effects that put cards into a player's graveyard from anywhere else do not cause those cards to be discarded.
If you discard a card with madness to pay the cost of a spell or activated ability, that card's madness triggered ability (and the spell that card becomes, if you choose to cast it) will resolve before the spell or ability the discard paid for.
Madness works independently of why you're discarding the card. You could discard it to pay a cost, because a spell or ability tells you to, or because you have too many cards in your hand during your cleanup step. You can't discard a card with madness just because you want to, though.
A spell cast for its madness cost is put onto the stack like any other spell. It can be countered, copied, and so on. As it resolves, it's put onto the battlefield if it's a permanent card or into its owner's graveyard if it's an instant or sorcery card.
A card with madness that's discarded counts as having been discarded even though it's put into exile rather than a graveyard. If it was discarded to pay a cost, that cost is still paid. Abilities that trigger when a card is discarded will still trigger.
If you choose not to cast a card with madness when the madness triggered ability resolves, it's put into your graveyard. Madness doesn't give you another chance to cast it later.
To determine the total cost of a spell, start with the mana cost or alternative cost (such as a madness cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined by only its mana cost, no matter what the total cost to cast that spell was.
If the targeted opponent doesn't control three creatures as the triggered ability of Abolisher of Bloodlines resolves, that player sacrifices as many creatures as able.
Worldspine Wurm
Worldspine Wurm's last ability is a triggered ability, not a replacement ability. Players can respond to this ability, for example, by trying to exile Worldspine Wurm from the graveyard before it's shuffled into a library.
Also Printed in Other Drops
Some of these cards came in other Secret Lair drops too, each with its own art.
- Animar, Soul of ElementsAnimar & Friends
- Arcane SignetSecret Lair Commander Deck: Odds and Ends, The Zeta Set, Secret Lair Promo x The Hobbit Arcane Signet, Stardew Valley: A Flicker in the Deep, My Little Pony: Friendship is Magic
- Ashnod's AltarThe Zeta Set, Monty Python and the Holy Grail: Vol. 2
- BerserkMarvel's Wolverine
- Birds of ParadiseThe Zeta Set, Monty Python and the Holy Grail: Vol. 1, Extra Life 2022, Ornithological Studies
- Braid of FireAvatar: The Last Airbender: The Ember Island Players
- BrainstormSecret Lair Commander Deck: Odds and Ends, The Zeta Set, Dungeons & Dragons: Gale's Ambition, Dandân Deck
- Cleansing NovaAngels: They're Just Like Us but Cooler and with Wings
- Concordant CrossroadsKEXP: You Are Not Alone
- CounterspellGarfield: As Intended, Dungeons & Dragons: Whispers in Candlekeep, SpongeBob SquarePants: Internet Sensation, Hatsune Miku: Winter Diva, Heads I Win, Tails You Lose
- DamnationMarvel's Spider-Man: Venom Unleashed (Colors), Marvel's Spider-Man: Venom Unleashed (Inks)
- Deepglow SkateTeenage Mutant Ninja Turtles: The Mighty Mutanimals
- Emeria, the Sky RuinAngels: They're Just Like Us but Cooler and with Wings
- Faeburrow Elder20 Ways to Win
- ForestSecret Lair x Star Trek: New Worlds, The Oddlands: Forests, The Oddlands: Islands, The Oddlands: Mountains, The Oddlands: Plains
- Goblin BombardmentGoblin Storm
- IslandSecret Lair x Star Trek: New Worlds, Secret Lair Commander Deck: Odds and Ends, The Oddlands: Forests, The Oddlands: Islands, The Oddlands: Mountains
- It That BetraysGarfield: Our Only Thought is to Entertain You
- Karmic GuideCity Styles 2: Dressed to Kill
- Korvold, Fae-Cursed KingOutlaw Anthology Vol. 2: Sinister Scoundrels
- Llanowar ElvesThe Zeta Set, Hatsune Miku, Special Guest: Kozyndan: Another Story
- Mother of RunesThe Zeta Set, Mother's Day 2021
- Muddle the MixtureHeads I Win, Tails You Lose
- Primeval TitanShowcase: Kaldheim - Part 1
- Seraph SanctuaryHatsune Miku, Angels: They're Just Like Us but Cooler and with Wings
- Serra AngelThe Zeta Set
- Shivan DragonFeaturing: Julie Bell
- SpellskiteFurby: The Oddbodies
- Sphere of SafetyFurby: Furbys: The Gathering
- Sun Titan20 Ways to Win
- Sunblast AngelAngels: They're Just Like Us but Cooler and with Wings
- SwampSecret Lair x Star Trek: New Worlds, Secret Lair Commander Deck: Odds and Ends, The Oddlands: Forests, The Oddlands: Islands, The Oddlands: Mountains
- Sword of the AnimistAngels: They're Just Like Us but Cooler and with Wings
- Sword of Truth and JusticeFINAL FANTASY: Weapons
- Tireless Tracker20 Ways to Win
- Umezawa's JitteFINAL FANTASY: Weapons
- Voldaren Pariah // Abolisher of BloodlinesFrom Cute to Brute
From the same superdrop
- A Box of Rocks
- Absolute Annihilation
- Bad to the Bones
- Buggin' Out
- City Styles
- Cool Ocean Breeze
- Cosmic Chill by Robin Eisenberg
- Creepshow
- Dan Frazier is Back
- Dan Frazier Is Back Again
- Death Is Temporary, Metal Is Forever
- Diabolical Dioramas
- Doctor Who
- Draw Your Hand
- Dreaming Darkly
- Fallout
- Featuring
- FINAL FANTASY
- Finally! Left-Handed Magic Cards
- Furby
- Goblin & Squabblin'
- Happy Little Gathering
- Imaginary Friends
- In Memoriam: Jaya Ballard
Portions of Commander Nexus are unofficial Fan Content permitted under the Fan Content Policy. Not approved or endorsed by Wizards. Literal and graphical information about Magic: The Gathering, including card images and mana symbols, is copyright Wizards of the Coast, LLC.