

Calling All Hydra Heads
Calling All Hydra Heads is a . 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 5 cards
Sign in to see which of these cards you already own. Sign in We could not check your collection just now. Try again in a minute.
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.
-
- Card Kingdom foil $9.99
- Cardmarket foil €4.39
- Mana Pool foil $5.29
- TCGplayer foil $8.47
-
- Card Kingdom foil $20.99
- Cardmarket foil €8.22
- Mana Pool foil $13.25
- TCGplayer foil $15.20
-
- Card Kingdom foil $20.99
- Cardmarket foil €12.18
- Mana Pool foil $15.82
- TCGplayer foil $18.07
-
- Card Kingdom foil $9.49
- Cardmarket foil €3.00
- Mana Pool foil $5.78
- TCGplayer foil $7.71
-
- Card Kingdom foil $24.99
- Cardmarket foil €11.51
- Mana Pool foil $20.54
- TCGplayer foil $21.72
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 |
|---|---|---|---|---|
| Calling All Hydra Heads | Foil | Price when it launched: $39.99, from the community Magic wiki (mtg.wiki). | $71.17 | The store, by $31.18 |
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
29 rulings for 5 cards
Gargos, Vicious Watcher
Gargos's controller chooses which creature (if any) Gargos will fight, not the controller of the spell.
If the target creature is an illegal target when Gargos's last ability tries to resolve, the ability doesn't resolve. If Gargos is no longer on the battlefield, the target creature won't deal or be dealt damage.
Gargos's cost-reduction ability applies only while it's on the battlefield. Gargos doesn't reduce its own cost.
If a spell targets one creature you control multiple times, Gargos's ability triggers once. If that spell targets multiple creatures you control, Gargos's ability triggers once for each of those creatures.
Gargos's cost-reduction ability affects only generic mana in a Hydra's cost. For example, if you cast a Hydra spell with mana cost {2}{G}{G}{G}, it will cost {G}{G}{G} to cast, not {G}.
If a spell has {X} in its mana cost, you choose the value for X before applying cost reductions. For example, if you cast a Hydra spell with mana cost {X}{G}{G} and choose for X to be 6, you pay {2}{G}{G}. Any of that Hydra's abilities that refer to X still uses 6 as the value for X regardless of what you actually paid.
Gargos's triggered ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
To determine the total cost of a spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions (such as that of Gargos). The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
Hydroid Krasis
Hydroid Krasis's first ability triggers as you cast it, and that ability resolves before the spell itself. It resolves even if Hydroid Krasis is countered.
Primordial Hydra
Consider only the number of +1/+1 counters on Primordial Hydra when determining if it has trample, not its power and toughness. For example, a Primordial Hydra with six +1/+1 counters on it that's been the target of Titanic Growth (giving it +4/+4) would not have trample.
Unbound Flourishing
You can't choose to pay any additional costs for a copied spell. However, effects based on any additional costs that were paid for the original spell are copied as though those same costs were paid for the copy too.
Unbound Flourishing's ability will copy any instant spell, sorcery spell, or activated ability whose mana cost or activation cost contains {X}, not just one with targets.
Unbound Flourishing raises the value of X for permanent spells, but you don't pay any more mana.
Activated abilities contain a colon. They're generally written "[Cost]: [Effect]." Some keyword abilities are activated abilities and will have a colon in their reminder text. Triggered abilities (starting with "when," "whenever," or "at") that ask a player to pay {X} aren't copied.
The copy that Unbound Flourishing's ability creates is created on the stack, so it's not "cast" or "activated." Abilities that trigger when a player casts a spell or activates an ability won't trigger.
If a permanent has an ability that triggers when it's cast and that references the value of X, you choose whether to double the value of X before or after that ability resolves.
If you control two Unbound Flourishings, the value of X for permanent spells will be multiplied by four. If you control three, it will be multiplied by eight, and so on. On the other hand, spells and abilities that include {X} will only be copied twice if you control two Unbound Flourishings, three times if you control three, and so on.
A copy is created even if the spell or ability that caused Unbound Flourishing's ability to trigger has been countered by the time that ability resolves. The copy resolves before the original spell.
If the value chosen for X is 0, Unbound Flourishing will double the value to 0 for permanent spells, and copy other spells and abilities.
The copy will have the same targets as the spell or ability it's copying unless you choose new ones. You may change any number of the targets, including all of them or none of them. The new targets must be legal.
An ability with a cost that includes X, but not the mana symbol {X}, won't be copied.
If the spell or ability that's copied is modal (that is, it says "Choose one —" or the like), the copy will have the same mode or modes. You can't choose different ones.
The copy has the same value of X.
Spells with additional costs that include {X} won't be affected by Unbound Flourishing. {X} must be in the spell's mana cost.
Zaxara, the Exemplary
If the spell you cast has {X}{X} in its mana cost, the token gets only X counters, not twice X.
The Hydra token enters the battlefield as a 0/0 creature. Any abilities that modify or trigger on this event apply. After the token is on the battlefield but before any player can take actions, +1/+1 counters are put onto the token.
If X is 0, the 0/0 Hydra token will die immediately after the ability's done resolving unless something else is raising its toughness.
If an effect, such as that of Parallel Lives, causes Zaxara's ability to create multiple Hydra tokens, they each receive X +1/+1 counters.
The value of X in Zaxara's last ability is the value of X of the spell you cast.
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.