

Angels: They're Just Like Us but Cooler and with Wings
Angels: They're Just Like Us but Cooler and with Wings 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 71 cards
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Full Decklist: Angels: They're Just Like Us but Cooler and with Wings
Angels: They're Just Like Us but Cooler and with Wings is a ready-made 100-card Commander deck. These are all of its cards, with the commander that leads it first.
Mainboard
- 1× Ajani, Strength of the Pride
- 1× Angel of Destiny
- 1× Angel of Finality
- 1× Angel of Serenity
- 1× Angel of the Ruins
- 1× Angel of Vitality
- 1× Angelic Accord
- 1× Angelic Field Marshal
- 1× Arcane Signet
- 1× Arch of Orazca
- 1× Archangel of Thune
- 1× Archangel of Tithes
- 1× Arden Angel
- 1× Austere Command
- 1× Bishop of Wings
- 1× Bonders' Enclave
- 1× Breathkeeper Seraph
- 1× Bruna, the Fading Light // Brisela, Voice of Nightmares
- 1× Cleansing Nova
- 1× Commander's Plate
- 1× Cosmos Elixir
- 1× Court of Grace
- 1× Dawn of Hope
- 1× Dawnbreak Reclaimer
- 1× Dismantling Wave
- 1× Emeria Shepherd
- 1× Emeria, the Sky Ruin
- 1× Endless Atlas
- 1× Entreat the Angels
- 1× Everflowing Chalice
- 1× Giada, Font of Hope
- 1× Griffin Aerie
- 1× Heirloom Blade
- 1× Invoke the Divine
- 1× Karoo
- 1× Keeper of the Accord
- 1× Kindred Boon
- 1× Lightning Greaves
- 1× Marble Diamond
- 1× Mazemind Tome
- 1× Mind Stone
- 1× Myriad Landscape
- 1× Nykthos Paragon
- 1× Nykthos, Shrine to Nyx
- 1× Oketra's Monument
- 1× Path of Ancestry
- 1× Path to Exile
- 1× Pearl Medallion
- 8× Plains
- 8× Plains
- 7× Plains
- 7× Plains
- 1× Righteous Valkyrie
- 1× Search for Glory
- 1× Sephara, Sky's Blade
- 1× Seraph Sanctuary
- 1× Serra Ascendant
- 1× Shattered Angel
- 1× Sol Ring
- 1× Speaker of the Heavens
- 1× Starnheim Aspirant
- 1× Sunblast Angel
- 1× Swiftfoot Boots
- 1× Sword of the Animist
- 1× Swords to Plowshares
- 1× Thalia's Lancers
- 1× The Book of Exalted Deeds
- 1× Tome of Legends
- 1× Urza's Incubator
- 1× Valkyrie Harbinger
- 1× Vanquisher's Banner
- 1× War Room
- 1× Well of Lost Dreams
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
193 rulings for 56 cards
Ajani, Strength of the Pride
The ability of Ajani's Pridemate triggers just once for each life-gaining event, whether it's 1 life from Impassioned Orator or 4 life from Dawning Angel. If you gain an amount of life "for each" of something or "equal to the number" of something, that life is gained as one event and the ability of Ajani's Pridemate triggers only once.
Whether you have at least 15 life more than your starting life total is determined as Ajani's last ability resolves.
In a Two-Headed Giant game, Ajani's last ability exiles permanents as long as your team's life total is greater than your team's starting life total by 15 or more life.
If Ajani's Pridemate is dealt lethal damage at the same time that you gain life, it won't receive a counter from its ability in time to save it.
In a Two-Headed Giant game, life gained by your teammate won't cause Ajani's Pridemate's ability to trigger, even though it will cause your team's life total to increase.
The tokens created by Ajani's second ability are similar to the card Ajani's Pridemate, but they have no mana cost and their mana value is 0.
Each creature with lifelink dealing combat damage causes a separate life-gaining event. For example, if two creatures you control with lifelink deal combat damage at the same time, Ajani's Pridemate's ability will trigger twice. However, if a single creature you control with lifelink deals combat damage to multiple creatures, players, and/or planeswalkers at the same time (perhaps because it has trample or was blocked by more than one creature), the ability will trigger only once.
If a planeswalker you control is also a creature (most likely because it's Gideon), it will be counted twice as Ajani's first ability resolves.
Angel of Destiny
If a creature you control somehow deals combat damage to you (most likely because its combat damage was redirected), you gain twice that much life as a single life-gaining event.
All first-strike combat damage is dealt at the same time, and, separately, all regular combat damage is dealt at the same time. If one of those amounts of combat damage is enough to cause the player being dealt damage to lose the game, Angel of Destiny's first triggered ability has you gain life, but the other player has already lost the game and can't gain life.
If Angel of Destiny leaves the battlefield before your end step, its last ability won't trigger and won't cause a player to lose the game, even if Angel of Destiny attacked that player earlier.
In a Two-Headed Giant game, Angel of Destiny's last ability can trigger as long as your team's life total is greater than your team's starting life total by 15 or more life.
Angel of Serenity
If a creature targeted by the "enters" ability dies before that ability resolves, it will become an illegal target even though it may be a creature card in a graveyard when the ability resolves. It won't be exiled.
You choose up to three total targets from among other creatures on the battlefield and creature cards in graveyards. You may choose zero targets.
You choose the targets as part of putting the "enters" trigger on the stack. Because that ability includes "you may," you choose whether to exile the targets when the ability resolves.
If Angel of Serenity leaves the battlefield before its "enters" ability has resolved, its leaves-the-battlefield ability will trigger and do nothing. Then the "enters" ability will resolve and exile the targeted creatures and/or creature cards indefinitely.
Angel of Vitality
In a Two-Headed Giant game, Angel of Vitality's last ability applies as long as your team's life total is 25 or more.
If Angel of Vitality is dealt damage and your life total is increased above 25 before state-based actions are performed (most likely because Angel of Vitality is dealt combat damage at the same time that a creature you control with lifelink deals combat damage), Angel of Vitality's last ability applies before checking whether it's destroyed for having lethal damage marked on it.
The middle ability of Angel of Vitality applies just once to each life-gaining event, whether it's 1 life from Dazzling Angel or 4 life from Apothecary Stomper.
If you gain an amount of life "for each" of something or "equal to the number" of something, that life is gained as one event and the second ability of Angel of Vitality applies only once.
Because damage remains marked on a creature until it's removed as the turn ends, nonlethal damage dealt to Angel of Vitality may become lethal if your life total drops below 25 during that turn.
Each creature with lifelink dealing combat damage causes a separate life-gaining event. For example, if two creatures you control with lifelink deal combat damage at the same time, Angel of Vitality's second ability will apply twice. However, if a single creature you control with lifelink deals combat damage to multiple creatures, players, planeswalkers, and/or battles at the same time (perhaps because it has trample or was blocked by more than one creature), the ability will apply only once.
If you control two Angels of Vitality and you would gain life, you gain that much life plus 2. A third Angel of Vitality has you gain that much life plus 3, and so on.
In a Two-Headed Giant game, life gained by your teammate won't cause Angel of Vitality's second ability to apply, even though it will cause your team's life total to increase.
In formats where your life total doesn't start at 20, Angel of Vitality's last ability still applies if your life total is 25 or more.
Angelic Accord
Angelic Accord’s ability checks how much life you’ve gained during the turn, not what your life total is compared to what it was when the turn began. For example, if you start the turn at 10 life, gain 6 life during the turn, then lose 6 life later that turn, the ability will trigger.
In a Two-Headed Giant game, life gained by your teammate isn’t considered, even though it causes your team’s life total to increase.
If you haven’t gained 4 or more life during the turn when the end step begins, the ability won’t trigger at all. Gaining life during the end step won’t cause the ability to trigger.
Angelic Field Marshal
If you lose control of your commander, lieutenant abilities of creatures you control will immediately stop applying. If this causes a creature’s toughness to become less than or equal to the amount of damage marked on it, the creature will be destroyed.
Lieutenant abilities refer only to whether you control your commander, not any other player’s commander.
Lieutenant abilities apply only if your commander is on the battlefield and under your control.
If you gain control of a creature with a lieutenant ability owned by another player, that ability will check to see if you control your commander and will apply if you do. It won’t check whether its owner controls their commander.
If a triggered ability granted by a lieutenant ability triggers, and in response to that trigger you lose control of your commander (causing the lieutenant to lose that ability), that triggered ability will still resolve.
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.
Arch of Orazca
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.
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.
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.
Archangel of Thune
In a Two-Headed Giant game, life gained by your teammate won't cause the ability to trigger, even though it caused your team's life total to increase.
If you gain an amount of life “for each” of something, that life is gained as one event and the ability triggers only once.
If a creature you control is dealt lethal damage at the same time that you gain life, it won't receive a counter from Archangel of Thune's ability in time to save it.
Each creature with lifelink dealing combat damage causes a separate life-gaining event. For example, if two creatures you control with lifelink deal combat damage at the same time, the ability will trigger twice. However, if a single creature you control with lifelink deals combat damage to multiple creatures, players, and/or planeswalkers at the same time (perhaps because it has trample or was blocked by more than one creature), the ability will trigger only once.
Archangel of Tithes
If you control an untapped Archangel of Tithes, your opponents can choose to not attack with a creature that must attack if able. The same is true with respect to an attacking Archangel of Tithes and a creature that must block if able.
Austere Command
If a card is exiled "until" another permanent leaves the battlefield, the exiled card returns to the battlefield immediately after that permanent leaves the battlefield during Austere Command's resolution, and it may be destroyed by a later mode.
If the first and last modes are chosen, an artifact creature with mana value 4 or greater will have to be regenerated twice to survive. This is because the modes happen sequentially, and the regeneration "shield" is used up by the first one. The same is true with any other combination of modes that covers one permanent twice.
Each of the chosen modes happens sequentially. If a permanent has an ability that triggers whenever it or another permanent is destroyed, it will see permanents destroyed at the same time as it or before it, but not permanents destroyed by later modes.
Bishop of Wings
If an effect (such as that of Arcane Adaptation) causes Bishop of Wings to be an Angel, its first ability triggers as it enters the battlefield and its last ability triggers as it dies.
If Bishop of Wings dies at the same time as one or more Angels you control, its last ability triggers for each of those Angels.
Bonders' Enclave
Once you announce that you're activating the last ability of Bonders' Enclave, no player may take actions until you've finished activating it. Notably, opponents can't try to change whether you control a creature with power 4 or greater.
Once you've activated the last ability of Bonders' Enclave, it doesn't check again at any point whether you control a creature with power 4 or greater.
Bruna, the Fading Light
For more information on meld cards, see the Eldritch Moon mechanics article (https://magic.wizards.com/en/articles/archive/feature/eldritch-moon-mechanics-2016-06-27).
Commander's Plate
If your commander is a card that has no colors in its color identity, Commander's Plate gives it protection from each color.
If you have two commanders and attach Commander's Plate to one, it has protection from each color not in your two commanders' combined color identity.
If you have no commander, Commander's Plate grants no protection abilities. The equipped creature still gets +3/+3.
Cosmos Elixir
You compare your current life total to your starting life total as Cosmos Elixir’s ability resolves to determine whether you draw a card or gain 2 life. There are no situations in which you’ll do both.
Court of Grace
The game starts with no monarch. Once an effect makes one player the monarch, the game will have exactly one monarch from that point forward. As a player becomes the monarch, the current monarch (if any) ceases being the monarch.
If the monarch leaves the game during another player's turn, that player becomes the monarch. If the monarch leaves the game during their turn, the next player in turn order becomes the monarch.
There are two inherent triggered abilities associated with being the monarch. These triggered abilities have no source and are controlled by the player who was the monarch at the time the abilities triggered. The full texts of these abilities are "At the beginning of the monarch's end step, that player draws a card" and "Whenever a creature deals combat damage to the monarch, its controller becomes the monarch."
If the triggered ability that causes the monarch to draw a card goes on the stack and a different player becomes the monarch before that ability resolves, the first player will still draw the card.
If combat damage dealt to the monarch causes that player to lose the game, the triggered ability that causes the controller of the attacking creature to become the monarch doesn't resolve. In most cases, the controller of the attacking creature will still become the monarch as it is likely their turn.
Dawn of Hope
Each creature with lifelink dealing combat damage causes a separate life-gaining event. For example, if two creatures you control with lifelink deal combat damage at the same time, Dawn of Hope's ability will trigger twice. However, if a single creature you control with lifelink deals combat damage to multiple creatures, players, planeswalkers, and/or battles at the same time (perhaps because it has trample or was blocked by more than one creature), the ability will trigger only once.
Dawn of Hope's first ability triggers just once for each life-gaining event, whether it's 1 life from Vicious Rumors or 3 life from Creeping Chill.
In a Two-Headed Giant game, life gained by your teammate won't cause the ability to trigger, even though it caused your team's life total to increase.
If you gain an amount of life "for each" of something, that life is gained as one event and Dawn of Hope's first ability triggers only once.
You can't pay {2} multiple times to draw more than one card each time you resolve Dawn of Hope's triggered ability.
Dawnbreak Reclaimer
If there are no creature cards in any opponent’s graveyard as Dawnbreak Reclaimer’s ability resolves, you’ll still have the option to return a creature card from your graveyard to the battlefield. You choose which opponent will choose a creature card in your graveyard.
If any opponent has a creature card in their graveyard as Dawnbreak Reclaimer’s ability resolves, then you must choose one of those cards. You can’t choose a different opponent with no creature cards in their graveyard to avoid returning one of those cards.
Dismantling Wave
Triggered abilities from cycling a card and the cycling ability itself aren't spells. Effects that interact with spells (such as that of Cancel) won't affect them.
You can cycle a card even if it has a triggered ability from cycling that won't have a legal target. This is because the cycling ability and the triggered ability are separate. This also means that if either ability is countered (with Disallow, for example), the other ability will still resolve.
Some cards with cycling have an ability that triggers when you cycle them, and some cards have an ability that triggers whenever you cycle any card. These triggered abilities resolve before you draw from the cycling ability.
Emeria Shepherd
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 the 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.
A "nonland permanent card" is an artifact, creature, enchantment, or planeswalker card.
If you return an Aura to the battlefield this way, you choose what it will enchant as it enters the battlefield. This doesn't target any player or permanent, so you could attach an Aura to a permanent with hexproof controlled by an opponent, for example. If there's nothing the Aura can legally enchant, it stays in the graveyard.
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.
Entreat the Angels
Multiple card draws are always treated as a sequence of individual card draws. For example, if you haven't drawn any cards yet during a turn and cast a spell that instructs you to draw three cards, you'll draw them one at a time. Only the first card drawn this way may be revealed and cast using its miracle ability.
Miracle is an alternative cost to cast the spell with miracle. It can't be combined with other alternative costs, such as casting a spell "without paying its mana cost."
You can cast a card for its miracle cost only as the miracle triggered ability resolves. If you don't want to cast it at that time (or you can't cast it, perhaps because there are no legal targets available), you won't be able to cast it later for the miracle cost.
You still draw the card, whether you use the miracle ability or not. Any ability that triggers whenever you draw a card, for example, will trigger. If you don't cast the card using its miracle ability, it will remain in your hand.
To determine the total cost of a spell, start with the mana cost or alternative cost (such as a miracle cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
You can reveal and cast a card with miracle on any turn, not just your own, if it's the first card you've drawn that turn.
If an effect puts a card into your hand without using the word "draw," the card wasn't drawn.
You don't have to reveal a drawn card with miracle if you don't wish to cast it at that time.
It's important to reveal a card with miracle before it is mixed with the other cards in your hand.
You cast the card with miracle during the resolution of the triggered ability. Ignore any timing rules based on the card's type.
If the card with miracle leaves your hand before the triggered ability resolves, you won't be able to cast it using its miracle ability.
Entreat the Angels's mana value is based on its mana cost of {X}{X}{W}{W}{W}, even if you're casting it for its miracle cost. For example, if you cast Entreat the Angels for its miracle cost and choose 4 for X, its mana value is 11.
A mana cost of {X}{X} means that you pay twice X. If you want X to be 3, you pay {6}{W}{W}{W} to cast Entreat the Angels.
Everflowing Chalice
If a card or token enters as a copy of a permanent, the new permanent isn't kicked, even if the original was.
If you copy a kicked spell on the stack, the copy is also kicked. If the copied spell is a permanent spell, the token the copy of that spell becomes when it enters is also kicked.
If a spell's kicker cost was paid, the spell is "kicked."
If you put a permanent with a kicker ability onto the battlefield without casting it, you can't kick it.
To determine a spell's total cost, start with the mana cost (or an alternative cost if another card's effect allows you to pay one instead), add any cost increases (such as kicker), then apply any cost reductions. The spell's mana value remains unchanged, no matter what the total cost to cast it was.
The kicker ability doesn't let you pay a kicker cost more than once.
You can cast Everflowing Chalice without kicking it at all if you wish. However, if Everflowing Chalice has no charge counters on it, activating its last ability won't produce any mana.
Giada, Font of Hope
"Each Angel you already control" means each Angel you control other than the Angel entering, including Giada. It doesn't matter if some or all of the Angels on the battlefield entered after Giada did.
Gisela, the Broken Blade
In a Commander game, your commander may be Bruna, the Fading Light or Gisela, the Broken Blade, and the other may be in your deck. If they meld into Brisela, Voice of Nightmares, Brisela will also be your commander; but if Brisela leaves the battlefield, only the card chosen as your commander at the start of the game may be put into the command zone.
Griffin Aerie
If you haven't gained 3 life by the time your end step begins, Griffin Aerie's ability won't trigger at all.
You create just one Griffin token, no matter how much life you've gained past 3 life.
Griffin Aerie's ability looks at how much life you've gained in the turn, even if it wasn't on the battlefield when you gained life. It doesn't care if you also lost life, even if you lost more life than you gained.
Heirloom Blade
If Heirloom Blade leaves the battlefield at the same time that the equipped creature dies, its triggered ability triggers.
If you don't reveal a creature card that shares a type with the creature that died, you'll just reveal and randomize your library.
Compare the revealed cards to the creature as it last existed before it died, not to the creature card as it exists in its owner's graveyard, to determine which one you put into your hand.
"Artifact" isn't a creature type.
You'll reveal cards until you find one that shares at least one creature type with the creature that died. For example, if a Cat Wizard dies, you'll stop if you reveal a Human Wizard or Cat Soldier.
If the equipped creature has no creature type, no card can share a creature type with it.
Invoke the Divine
If the target artifact or enchantment is an illegal target as Invoke the Divine tries to resolve, it won’t resolve and none of its effects will happen. You won’t gain 4 life.
If the target artifact or enchantment is an illegal target by the time Invoke the Divine tries to resolve, the spell doesn’t resolve. You won’t gain any life.
Karoo
This has a triggered ability when it enters, not a replacement effect, as previously worded.
Keeper of the Accord
Both triggered abilities trigger at the same time. You may put them on the stack in either order.
If the opponent doesn't control more creatures than you as their end step begins, the first ability won't trigger. The same is true for lands and the second ability. Each of those abilities will check again when it tries to resolve. If the opponent no longer controls more creatures (or lands) than you, the ability won't resolve and will have no effect.
Kindred Boon
If a creature has been dealt damage, that damage remains marked on it until the cleanup step. If a creature with a divinity counter on it has been dealt lethal damage, and later in the turn Kindred Boon leaves the battlefield or the counter is removed from that creature, that creature will be destroyed.
You must choose an existing creature type, such as Vampire or Cat. Card types such as "artifact" can't be chosen.
If a creature that isn't of the chosen type somehow gets a divinity counter on it, that creature will have indestructible.
If you somehow control a Kindred Boon with no chosen creature type, its activated ability can't be activated.
You can't choose multiple creature types, such as "Cat Warrior." A Cat Warrior is both a Cat and a Warrior. It's affected by anything that affects either type and unaffected by things that affect non-Cat or non-Warrior creatures.
Lightning Greaves
If a creature enters the battlefield under your control and gains haste, but then loses it before attacking, it won't be able to attack that turn. This means that you can't use one Lightning Greaves to allow two new creatures to attack in the same turn.
You can't simply unequip Equipment from a creature. If Lightning Greaves is attached to the only creature you control, you won't be able to attach other equipment to it (or target it with anything else) until you have another creature to which you can attach Lightning Greaves.
Mazemind Tome
If Mazemind Tome leaves the battlefield while its triggered ability is on the stack, you can't exile it from the zone it's put into.
Myriad Landscape
You can choose to find one basic land card with Myriad Landscape's last ability.
Nykthos Paragon
If multiple instances of the ability are on the stack, you will be able to put +1/+1 counters for only one of those instances. Once you do that, other instances will do nothing as they resolve.
"Do this only once each turn" refers only to the ability it is attached to, not other instances of the same ability. In other words, if you control multiple Nykthos Paragons, you will be able to do this once for each of them.
If a creature you control is dealt lethal damage at the same time that you gain life, it won't receive +1/+1 counters from Nykthos Paragon's ability in time to save it.
Each creature with lifelink dealing combat damage causes a separate life-gaining event. For example, if two creatures you control with lifelink deal combat damage at the same time and you haven't used it yet, Nykthos Paragon's ability will trigger twice. However, if a single creature you control with lifelink deals combat damage to multiple creatures, players, and/or planeswalkers at the same time (perhaps because it has trample or was blocked by more than one creature), the ability will trigger only once.
Once you have chosen to put +1/+1 counters on your creatures, further instances of gaining life will not cause the ability to trigger.
"Do this only once each turn" refers to putting +1/+1 counters on your creatures using the triggered ability. As long as you haven't yet chosen to put +1/+1 counters on your creatures with it, all instances of gaining life will cause Nykthos Paragon's ability to trigger.
Nykthos, Shrine to Nyx
The second ability is a mana ability. It doesn't use the stack and can't be responded to.
If an activated ability or triggered ability has an effect that depends on your devotion to a color, you count the number of mana symbols of that color among the mana costs of permanents you control as the ability resolves. The permanent with that ability will be counted if it's still on the battlefield at that time.
Mana symbols in the text boxes of permanents you control don't count toward your devotion to any color.
Hybrid mana symbols, monocolored hybrid mana symbols, and Phyrexian mana symbols do count toward your devotion to their color(s).
Numeric mana symbols ({0}, {1}, and so on) in mana costs of permanents you control don't count toward your devotion to any color.
Oketra's Monument
Each Monument has one ability that reduces the cost of creature spells of a certain color, and a triggered ability that triggers whenever you cast any creature spell—not just a creature spell of that color.
A creature spell that's multiple colors is each of those colors. For example, Ahn-Crop Champion is a white creature and a green creature, so it can benefit from either Oketra's Monument or Rhonas's Monument—or both at once.
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.
Each Monument's triggered ability triggers as the creature spell is cast and resolves before that creature spell resolves. The ability will resolve even if that creature spell is countered.
Path of Ancestry
Your commander's creature types are checked immediately after you cast a creature spell spending mana from Path of Ancestry's last ability. They aren't set before the game begins, and they may not be the same types your commander had when you activated that ability.
If you have two commanders, the last ability adds one mana of any color in their combined color identities. When you spend that mana on a creature spell that shares a creature type with either of your commanders, you'll scry 1.
If you don't have a commander, Path of Ancestry's ability produces no mana.
If Path of Ancestry's last ability produces two mana (most likely due to Mana Reflection), spending those two mana to cast creature spells that share a creature type with your commander will cause two abilities to trigger. Each of those abilities will cause you to scry 1. You won't scry 2. This is true whether you spend the mana on one creature spell or two.
If you cast your commander with mana from Path of Ancestry, and your commander hasn't somehow lost all of its creature types while on the stack, you'll scry 1.
If your commander is a card that has no colors in its color identity, Path of Ancestry's ability produces no mana. It doesn't produce {C}.
If your commander has no creature types, it can't share a creature type with any spell that you cast.
Path to Exile
If the target creature is an illegal target by the time Path to Exile tries to resolve, it won't resolve and none of its effects will happen. The creature's controller won't search for a basic land card.
The controller of the exiled creature isn't required to search their library for a basic land. If that player doesn't, the player won't shuffle their library.
Pearl Medallion
If there are additional costs to cast a spell, or if the cost to cast a spell is increased by an effect (such as the one created by Thalia, Guardian of Thraben's ability), apply those increases before applying cost reductions.
The ability can't reduce the amount of colored mana you pay for a spell. It reduces only the generic mana component of that cost.
The ability doesn't change the mana cost or mana value of any spell. It changes only the total cost you pay.
If a spell you cast has {X} in its mana cost, you choose the value of X before calculating the spell's total cost.
The cost reduction can apply to alternative costs such as flashback costs.
Righteous Valkyrie
The amount of life you gain is equal to the Angel or Cleric's toughness as the triggered ability resolves. If the Angel or Cleric is no longer on the battlefield at that time, use its toughness from when it was last on the battlefield.
Because damage remains marked on creatures until the damage is removed as the turn ends, nonlethal damage dealt to creatures you control may become lethal if your life total drops below 7 life more than your starting life total or if Righteous Valkyrie leaves the battlefield that turn.
Search for Glory
Some cards have additional effects for each {S} spent to cast them. You can cast these spells even if you don’t spend any snow mana to cast them; their additional effects simply won’t do anything.
Snow isn’t a type of mana. If an effect says you may spend mana as though it were any type, you can’t pay for {S} using mana that wasn’t produced by a snow source.
The Kaldheim set doesn’t have any cards with mana costs that include {S}, but some previous sets do. If an effect says such a spell costs {1} less to cast, that reduction doesn’t apply to any {S} costs. This is also true for activated abilities that include {S} in their activation costs and effects that reduce those costs.
A snow permanent card is any artifact, creature, enchantment, land, or planeswalker card with the supertype snow.
If you cast Search for Glory without spending snow mana, you won’t gain any life. You’ll still perform the search.
Snow is a supertype, not a card type. It has no rules meaning or function by itself, but spells and abilities may refer to it.
The {S} symbol is a generic mana symbol. It represents a cost that can be paid by one mana that was produced by a snow source. That mana can be any color or colorless.
If Search for Glory is copied, no snow mana was spent to cast the copy, so you won’t gain any life. You’ll still search . . . for glory.
Sephara, Sky's Blade
Because damage remains marked on a creature until it's removed as the turn ends, lethal damage dealt to other creatures you control with flying may cause them to be destroyed if Sephara leaves the battlefield during that turn.
To pay Sephara's alternative cost, you may tap any untapped creatures you control with flying, including ones you haven't controlled continuously since the beginning of your most recent turn.
To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as Sephara's alternative cost), add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
Serra Ascendant
In a Two-Headed Giant game, anything that cares about your life total checks your team’s life total. Serra Ascendant gets +5/+5 and has flying as long as your team has 30 or more life.
If Serra Ascendant is dealt damage at the same time that you gain life (most likely because it dealt combat damage to a creature blocking or blocked by it), and your life total becomes 30 or greater, apply its last effect before considering whether or not the damage dealt to it is lethal.
Speaker of the Heavens
In a Two-Headed Giant game, you can activate the ability only if your team's life total is at least 7 more than your team's starting life total.
Starnheim Aspirant
The cost reduction applies only to generic mana in the costs of Angel spells you cast. It can't reduce requirements of specific colors of mana.
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 Starnheim Aspirant). The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
An Angel spell is a creature spell with the creature type Angel. Instant, sorcery, and enchantment cards that may create Angel tokens are not Angel spells.
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.
Swiftfoot Boots
If a creature enters the battlefield under your control and gains haste, but then loses it before attacking, it won't be able to attack that turn. This means that you can't use one Swiftfoot Boots to allow two new creatures to attack in the same turn.
Swords to Plowshares
Use the power of the creature from when it was last on the battlefield to determine how much life is gained.
The Book of Exalted Deeds
The enlightenment counter placed by the last ability serves as a memory aid. It isn't connected to the granted ability. The Angel keeps that ability even if it loses the counter. Similarly, if the counter is somehow moved to another permanent, that permanent doesn't gain the ability.
The Angel won't lose the ability it gains if it stops being an Angel after the ability resolves.
Tome of Legends
If you control another player's commander, you won't put a page counter on Tome of Legends when you attack with that creature. Similarly, if another player controls your commander, you'll still put a page counter on Tome of Legends if it attacks. (Perhaps the page is about your commander's shocking betrayal.)
Urza's Incubator
You choose a creature type right as it enters, before any continuous effects are applied or trigged abilities trigger.
Multiple Incubators are cumulative.
Valkyrie Harbinger
If you haven't gained 4 life by the time an end step begins, Valkyrie Harbinger's ability won't trigger at all.
Valkyrie Harbinger's ability looks at how much life you've gained in the turn, even if it wasn't on the battlefield when you gained life. It doesn't care if you also lost life, even if you lost more life than you gained.
You create just one Angel token, no matter how much life you've gained past 4 life.
Vanquisher's Banner
The choice of creature type is made as Vanquisher's Banner enters the battlefield. Players can't respond to this choice. The bonus starts applying immediately.
To choose a creature type, you must choose an existing creature type, such as Fungus or Sliver. You can't choose multiple creature types, such as Fungus Sliver. Card types such as artifact can't be chosen, nor can subtypes that aren't creature types, such as Jace, Vehicle, or Treasure.
Because damage remains marked on a creature until the damage is removed as the turn ends, nonlethal damage dealt to a creature you control of the chosen type may become lethal if Vanquisher's Banner leaves the battlefield during that turn.
The last ability of Vanquisher's Banner resolves before the spell that caused it to trigger. The ability will resolve even if the creature spell is countered.
The choice of creature type is made as Vanquisher's Banner enters the battlefield. Players can't respond to this choice. The bonus starts applying immediately.
The last ability of Vanquisher's Banner resolves before the spell that caused it to trigger. The ability will resolve even if the creature spell is countered.
War Room
If you don't have a commander, you can't activate War Room's last ability at all.
Color identity is set before the game begins and doesn't change during the game, even if your commander is in a hidden zone (like the hand or library) or an effect changes your commander's color.
If your commander has no colors in its color identity, you pay no life to activate War Room's last ability.
Also Printed in Other Drops
Some of these cards came in other Secret Lair drops too, each with its own art.
- Angel of SerenityDoctor Who: The Weeping Angels
- Angel of the RuinsDoctor Who: The Weeping Angels
- 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
- Archangel of ThuneHatsune Miku
- Austere Command20 Ways to Win
- Cleansing NovaArtist Series: Rebecca Guay
- Commander's PlateMarvel's Iron Man, Heads I Win, Tails You Lose
- Court of GracePurr Majesty
- Emeria, the Sky RuinArtist Series: Alayna Danner
- Giada, Font of HopeHatsune Miku: Winter Diva
- Heirloom BladePurrfection
- Lightning GreavesThe Hobbit: Smaug's Spoils, Viva Las Rakdos, Marvel's Deadpool: I Fixed It (You're Welcome), Fallout: Greet the Dog, Marvel's Spider-Man: Villainous Plots
- Mind StoneHeads I Win, Tails You Lose
- Myriad LandscapeSecret Lair Commander Deck: Odds and Ends, Heads I Win, Tails You Lose
- Nykthos ParagonHatsune Miku
- Oketra's MonumentRaining Cats and Dogs
- Path of AncestrySecret Lair Commander Deck: Odds and Ends, Their Magic is Limitless, Secret Lair Promo x Avatar The Last Air Bender Path of Ancestry, Everyone's Invited!, 20 Ways to Win
- Path to ExileThe Zeta Set, Hatsune Miku, Ghost of Tsushima, Raining Cats and Dogs, Arcane
- PlainsSecret Lair x Star Trek: New Worlds, Secret Lair Commander Deck: Odds and Ends, The Oddlands: Forests, The Oddlands: Islands, The Oddlands: Mountains
- Seraph SanctuaryHatsune Miku, Artist Series: Alayna Danner
- Serra AscendantAvatar: The Last Airbender: A Lot to Learn, Special Guest: Kozyndan: Another Story
- Sol RingSecret Lair Commander Deck: Odds and Ends, Masters of the Universe: She-Ra, Princess of Power, The Zeta Set, The Hobbit: Smaug's Spoils, Hatsune Miku
- Speaker of the HeavensHatsune Miku
- Sunblast AngelArtist Series: Alayna Danner
- Swiftfoot BootsGoblin Storm, Sonic: Turbo Gear, Heads I Win, Tails You Lose
- Sword of the AnimistArtist Series: Rovina Cai
- Swords to PlowsharesSecret Lair Commander Deck: Odds and Ends, Hatsune Miku, Stardew Valley: Welcome to Stardew Valley, Garfield: As Intended, The Office: Dwight's Destiny
- Vanquisher's BannerRaining Cats and Dogs
- War RoomGoblin Storm
- Well of Lost DreamsThe Meaning of Life, Maybe, Fblthp: Completely, Utterly, Totally Lost
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.