

Artist Series: Ryan Alexander Lee
Artist Series: Ryan Alexander Lee 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 $8.99 foil $8.49
- Cardmarket €4.17 foil €3.01
- Mana Pool $7.42 foil $8.11
- TCGplayer $7.19 foil $10.66
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- 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
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- 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
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- Card Kingdom $16.99
- Cardmarket €9.83 foil €11.50
- Mana Pool $13.28 foil $6.51
- TCGplayer $12.88 foil $15.58
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: Ryan Alexander Lee | Foil | Price when it launched: $39.99, from the community Magic wiki (mtg.wiki). | $38.60 | The single cards, by $1.39 |
| Artist Series: Ryan Alexander Lee | Non-foil | Price when it launched: $29.99, from a saved copy of the Secret Lair store page (Wayback Machine). | $30.04 | The store, by $0.05 |
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
15 rulings for 4 cards
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.
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.
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.
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.
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