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  1. Commander Nexus
  2. Secret Lair
  3. Artist Series
  4. Artist Series: Sam Burley
Secret Lair Drop

Artist Series: Sam Burley

Artist Series: Sam Burley 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

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.

  • Braid of Fire

    Braid of Fire

    Enchantment

    • 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
  • Koth of the Hammer

    Koth of the Hammer

    Legendary Planeswalker — Koth

    • 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
  • Master of the Wild Hunt

    Master of the Wild Hunt

    Creature — Human Shaman

    • 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
  • Karrthus, Tyrant of Jund

    Karrthus, Tyrant of Jund

    Legendary Creature — Dragon

    • 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

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.

DropVersionStore PriceCards One at a TimeCheaper
Artist Series: Sam Burley Foil Price when it launched: $39.99, from a saved copy of the Secret Lair store page (Wayback Machine). $66.80 The store, by $26.81
Artist Series: Sam Burley Non-foil Price when it launched: $29.99, from a saved copy of the Secret Lair store page (Wayback Machine). $56.62 The store, by $26.63

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

13 rulings for 4 cards

Braid of Fire

Wizards of the Coast 1 Oct 2009

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.

Wizards of the Coast 1 Oct 2009

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.

Karrthus, Tyrant of Jund

Wizards of the Coast 7 Aug 2020

When the triggered ability resolves, you'll untap all Dragons, including the ones you already control.

Wizards of the Coast 7 Aug 2020

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.

Koth of the Hammer

Wizards of the Coast 1 Jan 2011

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.

Wizards of the Coast 1 Jan 2011

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.

Wizards of the Coast 1 Jan 2011

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.

Wizards of the Coast 1 Jan 2011

Koth’s first ability can target any Mountain, including an untapped Mountain and/or a Mountain another player controls.

Wizards of the Coast 1 Jan 2011

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.

Master of the Wild Hunt

Wizards of the Coast 16 Mar 2018

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.

Wizards of the Coast 16 Mar 2018

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.

Wizards of the Coast 16 Mar 2018

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).

Wizards of the Coast 16 Mar 2018

Only a Wolf creature tapped as part of the ability's effect can be dealt damage by the target creature.

Also Printed in Other Drops

Some of these cards came in other Secret Lair drops too, each with its own art.

More from this theme

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.

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