

Artist Series: Nils Hamm
Artist Series: Nils Hamm is a .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 glossaryDropOne Secret Lair product: a few cards sold together, usually 4 to 6, often with a foil and a non-foil version. Wizards calls each one a drop.Open the full glossary
Released 4 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 card in this 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.
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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
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- 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
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- 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
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- 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
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.
| Drop | Version | Store Price | Cards One at a Time | Cheaper |
|---|---|---|---|---|
| Artist Series: Nils Hamm | Foil | Price when it launched: $39.99, from a saved copy of the Secret Lair store page (Wayback Machine). | $63.54 | The store, by $23.55 |
| Artist Series: Nils Hamm | Non-foil | Price when it launched: $29.99, from a saved copy of the Secret Lair store page (Wayback Machine). | $58.08 | The store, by $28.09 |
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
27 rulings for 4 cards
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.
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.
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.
Also Printed in Other Drops
Some of these cards came in other Secret Lair drops too, each with its own art.
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