

Hatsune Miku
Hatsune Miku 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 88 cards $149.99 at the Secret Lair store
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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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When It Was on Sale
What the Secret Lair store listed for each version, and when it sold out.
| Drop | Version | Price | Status | On Sale | Sold Out |
|---|---|---|---|---|---|
| Hatsune Miku | $149.99 | Sold out |
Full Decklist: Hatsune Miku
Hatsune Miku is a ready-made 100-card Commander deck. These are all of its cards, with the commander that leads it first.
Commander
Mainboard
- 1× Aetherflux Reservoir
- 1× Ajani's Pridemate
- 1× Ancient Cornucopia
- 1× Angel of Indemnity
- 1× Angelic Chorus
- 1× Arasta of the Endless Web
- 1× Archangel of Thune
- 1× Avacyn's Pilgrim
- 1× Blossoming Bogbeast
- 1× Blossoming Sands
- 1× Boon Reflection
- 1× Bountiful Promenade
- 1× Bramble Sovereign
- 1× Break Down
- 1× Brokers Hideout
- 1× Camaraderie
- 1× Canopy Vista
- 1× Cleric Class
- 1× Command Tower
- 1× Conclave Evangelist
- 1× Congregate
- 1× Crested Sunmare
- 1× Cultivate
- 1× Dazzling Theater // Prop Room
- 1× Elenda's Hierophant
- 1× Excavation Technique
- 1× Explore
- 1× Fanatic of Rhonas
- 1× Farseek
- 1× Finale of Devastation
- 7× Forest
- 1× Gavony Township
- 1× Ghalta and Mavren
- 1× Grand Crescendo
- 1× Graypelt Refuge
- 1× Grove of the Guardian
- 1× Growing Ranks
- 1× Gruff Triplets
- 1× Halo Fountain
- 1× Healing Technique
- 1× Hour of Reckoning
- 1× Idol of Oblivion
- 1× Invincible Hymn
- 1× Krosan Verge
- 1× Lathiel, the Bounteous Dawn
- 1× Lazotep Quarry
- 1× Llanowar Elves
- 1× Mirari's Wake
- 1× Nature's Lore
- 1× Nykthos Paragon
- 1× Overgrown Farmland
- 1× Path to Exile
- 1× Pest Infestation
- 1× Phyrexian Processor
- 7× Plains
- 1× Prosperous Innkeeper
- 1× Radiant Fountain
- 1× Resplendent Angel
- 1× Restless Prairie
- 1× Rhys the Redeemed
- 1× Rogue's Passage
- 1× Rootborn Defenses
- 1× Sapseep Forest
- 1× Selesnya Sanctuary
- 1× Selesnya Signet
- 1× Seraph Sanctuary
- 1× Shalai, Voice of Plenty
- 1× Shamanic Revelation
- 1× Silverquill Lecturer
- 1× Skullclamp
- 1× Sol Ring
- 1× Song of Freyalise
- 1× Song of the Worldsoul
- 1× Soul of Eternity
- 1× Soul Warden
- 1× Speaker of the Heavens
- 1× Springleaf Drum
- 1× Storm Herd
- 1× Sundering Growth
- 1× Sungrass Prairie
- 1× Sunpetal Grove
- 1× Suture Priest
- 1× Swords to Plowshares
- 1× Temple of Plenty
- 1× Voice of Resurgence
- 1× Voice of the Blessed
- 1× Vorinclex, Voice of Hunger
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
259 rulings for 65 cards
Aetherflux Reservoir
The first ability counts spells you cast earlier in the turn even if you didn't control Aetherflux Reservoir as you cast them, and even if those spells were countered.
Aetherflux Reservoir's first ability doesn't trigger when you cast Aetherflux Reservoir itself.
The number of spells you've cast is counted only as Aetherflux Reservoir's triggered ability resolves. For example, if you cast a spell, then respond to the triggered ability with a second spell, you'll gain 4 life total.
The first ability counts the spell that caused it to trigger plus any other spells you cast earlier in the turn.
Ajani's Pridemate
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 Ajani's Pridemate's ability triggers only once.
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, 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.
In a Two-Headed Giant game, life gained by your teammate won't cause Ajani's Pridemate's ability to trigger, even though it caused your team's life total to increase.
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.
The ability of Ajani's Pridemate triggers just once for each life-gaining event, whether it's 1 life from Dazzling Angel or 4 life from Apothecary Stomper.
Ancient Cornucopia
Ancient Cornucopia’s triggered ability resolves before the spell that caused it to trigger. The ability will resolve even if that spell is countered. If that spell is countered, use its last known information to determine what colors it was.
Once you choose to gain life using Ancient Cornucopia’s triggered ability, that ability won’t trigger again that turn.
Ancient Cornucopia’s triggered ability counts the number of colors the spell has (from one to five), not how many colored mana symbols there are in its mana cost or how many colors of mana you spent.
Angel of Indemnity
If one of the tokens somehow is under another player's control as the delayed triggered ability resolves, you can't sacrifice that token. It remains on the battlefield indefinitely, even if you regain control of it later.
If you return an Aura this way, you choose what the Aura will enchant just before it enters the battlefield. An Aura returning to the battlefield this way doesn't target the player or permanent it will enchant, so permanents or players with hexproof may be chosen; however, the chosen recipient must be able to legally be enchanted by the Aura, so a player or permanent with protection from one of the Aura's qualities can't be chosen this way. If there's nothing legal for the Aura to enchant, it stays in the graveyard.
Each token must attack the appropriate player if able.
The tokens copy only what's on the original card. Effects that modified that creature when it was previously on the battlefield won't be copied.
Exiling the card with encore is a cost to activate the ability. Once you announce that you're activating it, no player may take actions until you've finished. They can't try to remove the card from your graveyard to stop you from paying the cost.
If one of the tokens can't attack for any reason (such as being tapped), then it doesn't attack. If there's a cost associated with having it attack, you aren't forced to pay that cost, so it doesn't have to attack in that case either.
If an effect stops a token from attacking a specific player, that token can attack any player, planeswalker, or battle, or not attack at all. If the effect stops the token from attacking a specific player unless a cost is paid, you don't have to pay that cost unless you want to attack that player.
If the mana cost of a card in your graveyard includes {X}, X is 0 for the purpose of determining its mana value.
A permanent card is an artifact, battle, creature, enchantment, land, or planeswalker card.
Opponents who have left the game aren't counted when determining how many tokens to create.
Angelic Chorus
This does not trigger on a permanent being turned into a creature. That is just a permanent changing type, not something entering.
Angelic Chorus does not trigger when creatures phase in or change controllers.
Arasta of the Endless Web
An ability that triggers when a player casts a spell resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
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.
Blossoming Bogbeast
This ability counts the total amount of life gained without considering any life you lost during that turn. For example, if you lost 3 life and gained 3 life earlier in the turn, you'll gain 2 more life from Blossoming Bogbeast and creatures you control will get +5/+5.
Boon Reflection
If an effect would set your life total to a specific number that's higher than your current life total, that effect would cause you to gain life equal to the difference. Boon Reflection will then double the amount of life that effect would cause you to gain. For example, if you have 3 life and an effect says that your life total “becomes 10,” your life total will actually become 17.
The effects of multiple Boon Reflections are cumulative. For example, if you control two Boon Reflections, you'll gain four times the original amount of life. If you control three Boon Reflections, you'll gain eight times the original amount, and so on.
In a Two-Headed Giant game, only Boon Reflection's controller is affected by it. If that player's teammate gains life, Boon Reflection will have no effect, even when that life gain is applied to the shared team life total.
Bountiful Promenade
If you began the game with two or more opponents but now only have one opponent left, these lands enter the battlefield tapped.
Bramble Sovereign
If the copied creature has {X} in its mana cost, X is 0.
The token copies exactly what is printed on the creature and nothing else (unless that creature is copying something else; see below). It doesn't copy whether that creature is tapped or untapped, whether it has any counters on it or Auras and/or Equipment attached to it, or any non-copy effects that changed its power, toughness, types, color, and so on.
If the copied creature is copying something else, the token enters the battlefield as whatever that creature is copying.
While resolving the triggered ability of Bramble Sovereign, you can't pay {1}{G} multiple times to have a player create more tokens.
If the entering creature leaves the battlefield before Bramble Sovereign's ability resolves, use that creature's last known existence on the battlefield to determine the token's characteristics.
Any enters-the-battlefield abilities of the copied creature will trigger when the token enters the battlefield. Any “As [this creature] enters the battlefield” or “[This creature] enters the battlefield with” abilities of the copied creature will also work.
Break Down
You pay all costs and follow all normal timing rules for the card played from exile with a Junk token's ability. For example, if the exiled card is a land card, you may play it only during your main phase while the stack is empty.
Some spells and abilities that create Junk tokens may require targets. If each target chosen is illegal as that spell or ability tries to resolve, it won't resolve and none of its effects happen. You won't create any Junk tokens.
You can't sacrifice a Junk token to pay multiple costs. For example, you can't sacrifice a Junk token to activate its own ability and also to activate the second ability of Junk Jet.
Camaraderie
The second part of Camaraderie's effect affects only creatures you control at the time it resolves. Creatures you begin to control later in the turn won't get +1/+1.
Canopy Vista
However, because these cards have basic land types, effects that specify a basic land type without also specifying that the land be basic can affect them. For example, a spell or ability that reads "Destroy target Forest" can target Canopy Vista, while one that reads "Destroy target basic Forest" cannot.
Even though these lands have basic land types, they are not basic lands because "basic" doesn't appear on their type line. Notably, controlling two or more of them won't allow others to enter the battlefield untapped.
If one of these lands enters the battlefield at the same time as any number of basic lands, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.
Cleric Class
Gaining a level won't remove abilities that a Class had at a previous level.
Gaining a level is a normal activated ability. It uses the stack and can be responded to.
Each Class starts with only the first of three class abilities. As the first level ability resolves, the Class becomes level 2 and gains the second class ability. As the second level ability resolves, the Class becomes level 3 and gains the third class ability.
Each Class has five abilities. The three in the major sections of its text box are class abilities. Class abilities can be static, activated, or triggered abilities. The other two are level abilities, one activated ability to advance the Class to level 2 and another to advance the Class to level 3.
You can't activate the first level ability of a Class unless that Class is level 1. Similarly, you can't activate the second level ability of a Class unless that Class is level 2.
An ability that triggers “whenever you gain life” triggers just once for each life gain event, no matter how much life you gain.
Each creature with lifelink dealing combat damage causes a separate life gain event. For example, if two creatures you control with lifelink deal combat damage at the same time, you will gain 2 additional life from Cleric Class's first ability and its level 2 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), you will only gain 1 additional life and the ability will trigger only once.
You can multiclass or even control multiple Class enchantments of the same class. Each Class permanent tracks its own level separately.
If you gain life at the same time a creature is dealt lethal damage, it dies before Cleric Class's level 2 ability can put a +1/+1 counter on it.
When Cleric Class's level 3 ability resolves, you gain life equal to the creature's toughness as it exists on battlefield, which may be different than its toughness in the graveyard.
If you gain an amount of life “for each” of something, that life is gained as one event and the ability will trigger only once.
Some Class cards have an effect that increases when more are under your control. For example, if you have multiple Barbarian Class cards, you roll that many additional dice and ignore that many of the lowest rolls.
Command Tower
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, Command Tower's ability produces no mana.
If your commander is a card that has no colors in its color identity, Command Tower's ability produces no mana. It doesn't produce {C}.
Conclave Evangelist
Although the tokens enter the battlefield attacking, they were never declared as attackers. Abilities that trigger whenever a creature attacks won't trigger, including the myriad ability of the tokens. If there are any costs to have a creature attack, those costs won't apply to the tokens.
Any enters-the-battlefield abilities of the copied creature will trigger when the token enters the battlefield. Any "as [this permanent] enters the battlefield" or "[this permanent] enters the battlefield with" abilities of the copied creature will also work.
If a token created by Conclave Evangelist's myriad ability deals combat damage to a player, the token created by its last ability will not be exiled at end of combat.
You choose whether each token is attacking the player or a planeswalker they control as the token is created.
If the defending player is your only opponent, no tokens are put onto the battlefield.
The token creatures all enter the battlefield at the same time.
The term "defending player" in the myriad rules (or any other ability of an attacking creature) refers to the player the creature with myriad was attacking at the time it became an attacking creature this combat, the controller of the planeswalker the creature was attacking at the time it became an attacking creature this combat, or the protector of the battle this creature was attacking at the time it became an attacking creature this combat.
If myriad creates more than one token for any given player (due to an effect such as the one Doubling Season creates), you may choose separately for each token whether it's attacking the player or a planeswalker they control.
Each token copies exactly what was printed on the original creature and nothing else. It doesn't copy whether that creature is tapped or untapped, whether it has any counters on it or Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, and so on.
Congregate
Count the number of creatures as Congregate resolves to determine how much life is gained.
Crested Sunmare
Crested Sunmare’s triggered ability cares only whether you gained life in the turn, even if Crested Sunmare wasn’t on the battlefield when that happened. It doesn’t care how much you gained, whether you also lost life, or even whether you lost more life than you gained.
If a creature has been dealt damage, that damage remains marked on it until the cleanup step. If another Horse you control has been dealt lethal damage, and later in the turn Crested Sunmare leaves the battlefield, that Horse will be destroyed.
Crested Sunmare’s triggered ability won’t trigger unless you’ve gained life in the turn before the end step began. It can’t be satisfied by another triggered ability causing you to gain life during that end step.
Cultivate
If you choose to find only one basic land card, you put it onto the battlefield tapped.
Dazzling Theater // Prop Room
If a creature you control has a mana ability with {T} in the cost, activating that ability while casting a spell with convoke will result in the creature being tapped before you pay the spell's costs. You won't be able to tap it again for convoke. Similarly, if you sacrifice a creature to activate a mana ability while casting a spell with convoke, that creature won't be on the battlefield when you pay the spell's costs, so you won't be able to tap it for convoke.
Some doors have abilities that trigger whenever you unlock that door and require one or more targets. You can unlock that door even if there would be insufficient legal targets for that triggered ability. The triggered ability won't go on the stack.
Each Room card is a single card. For example, if you discard a Room card, you've discarded one card, not two. If an effect counts the number of enchantment cards in your graveyard, Bottomless Pool // Locker Room counts once, not twice.
Some effects can prevent creatures from untapping during an untap step. However, effects that stop a creature from untapping "during your untap step" or "during its controller's untap step" won't stop that creature from untapping during another player's untap step, and as such, Prop Room's ability will cause that creature to untap.
Room cards have two card faces with a shared type line on a single card. The characteristics of the door you didn't cast are ignored while the spell is on the stack.
An ability that triggers "when you unlock this door" triggers when that door becomes unlocked. This can happen one of two ways: (1) the door becomes unlocked on the battlefield or (2) the door becomes unlocked as the Room enters the battlefield because you cast the corresponding half. In the latter case, since the door becoming unlocked is what causes the ability to trigger, effects that cause abilities that trigger when a permanent enters to trigger an additional time (such as that of Panharmonicon) won't apply.
If you sacrifice Dazzling Theater while casting a creature spell (to activate a mana ability, for example), the spell won't have convoke when you pay its costs unless it has convoke some other way.
You can tap any untapped creature you control to convoke a spell, even one you haven't controlled continuously since the beginning of your most recent turn.
Any time you have priority during a main phase of your turn and the stack is empty, you may pay the mana cost of a locked door (also called its "unlock cost"). That door becomes unlocked. This is a special action. It doesn't use the stack and can't be responded to.
If neither door of a Room is unlocked, it's a Room enchantment with no name and no abilities.
If a spell or ability would create a copy of a Room spell on the stack, the copy retains the choice of which door was cast but also retains the full characteristics of the spell. The characteristics of the door that wasn't cast are still ignored while the copy is on the stack, and when the copy resolves, the token it becomes will enter with the appropriate door unlocked.
To cast a Room spell, choose a half (or "door") to cast. There's no way to cast both halves of a Room card. When the Room spell resolves, the corresponding door becomes unlocked as the Room enters.
Some abilities allow you to unlock a door of a Room you control. You can't choose to unlock a door that's already unlocked with such an ability. If such an ability requires a target, you can target a Room even if both of its doors are unlocked, but the ability won't do anything when it resolves.
An ability that triggers "whenever you fully unlock a Room" triggers when a door becomes unlocked and the other door of that Room is already unlocked, or when both doors of that Room become unlocked simultaneously.
Some abilities allow you to lock a door of a Room you control. You can't choose to lock a door that's already locked with such an ability. If such an ability requires a target, you can target a Room even if both of its doors are locked, but the ability won't do anything when it resolves.
When calculating a spell's total cost, include any alternative costs, additional costs, or anything else that increases or reduces the cost to cast the spell. Convoke applies after the total cost is calculated. Convoke doesn't change a spell's mana cost or mana value.
All of your creatures untap during each other player's untap step if Prop Room is unlocked. You have no choice about what untaps unless another effect says otherwise.
If an effect allows you to cast a spell with certain characteristics, consider only the characteristics of the door you're casting. For example, if an effect allows you to cast a permanent spell with mana value 3 or less from among cards in your graveyard, you could cast Bottomless Pool this way, but not Locker Room.
While on the battlefield, a Room's characteristics are a combination of the characteristics of its unlocked doors. For example, if Bottomless Pool // Locker Room is on the battlefield with both doors unlocked, its names are Bottomless Pool and Locker Room, its mana value is 6, it's a Room Enchantment, and it has the abilities in each door's text box.
Each Room card has two names. If an effect instructs you to choose a card name, you may choose one of those names, but not both.
If a Room enters from any zone other than the stack, it will enter with both halves locked.
While in any zone other than the stack or the battlefield, a Room card's characteristics are a combination of its two doors. For example, Bottomless Pool // Locker Room has a mana value of 6 while it's in your library. If an effect allows you to search your library for a card with mana value 4 or less, you can't find Bottomless Pool // Locker Room.
Elenda's Hierophant
If you gain an amount of life "for each" of something, that life is gained as one event and the second ability of Elenda's Hierophant triggers only once.
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, Elenda's Hierophant's second 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.
The second ability of Elenda's Hierophant triggers just once for each life-gaining event, no matter how much life was gained.
In a Two-Headed Giant game, life gained by your teammate won't cause the second ability of Elenda's Hierophant to trigger even though it caused your team's life total to increase.
If Elenda's Hierophant is dealt lethal damage at the same time that you gain life, it won't receive a counter from its second ability in time to save it.
Excavation Technique
If you copy a spell with demonstrate, you then immediately choose an opponent. If they copy the spell, it goes on top of the stack.
This means that if you cast a spell with demonstrate and both you and an opponent copy it, the opponent’s copy will resolve first, then your copy will resolve, and finally the original spell will resolve.
If you cast the spell and choose not to copy it, no opponent will get to copy it either.
If the spell requires targets, you choose the target of the original spell as you cast it. If you create a copy of the spell, you may choose new targets for the copy as you create that copy. Similarly, the opponent you chose to create a copy may choose new targets for that copy as it’s created. In other words, your opponent will know the targets of your original spell and your copy when choosing the new targets, if any, for their copy.
You choose whether to make a copy as the demonstrate ability resolves. This happens before the original spell resolves. Your copy goes on the stack above the original spell.
Explore
The effects of multiple Explores in the same turn are cumulative. They're also cumulative with other effects that let you play additional lands, such as the one from Urban Evolution.
If you somehow manage to cast Explore when it's not your turn, you'll draw a card when it resolves, but you won't be able to play a land that turn.
Explore's effect allows you to play an additional land during your main phase. Doing so follows the normal timing rules for playing lands. In particular, you don't get to play a land as Explore resolves; Explore fully resolves first and you draw a card, perhaps a land you'll play later.
Fanatic of Rhonas
Once you've activated an eternalize ability, the card is immediately exiled. Opponents can't try to stop the ability by exiling the card.
If a creature card with eternalize is put into your graveyard during your main phase, you'll have priority immediately afterward. You can activate its eternalize ability before any player can try to exile it.
The token copies exactly what was printed on the original card and nothing else, except the characteristics specifically modified by eternalize. It doesn't copy any information about the object the card was before it was put into your graveyard.
The token is a Zombie in addition to its other types and is black instead of its other colors. Its base power and toughness are 4/4. It has no mana cost, and thus its mana value is 0. These are copiable values of the token that other effects may copy.
Farseek
Farseek can find any land with any of the listed land types, including nonbasic ones, even if that land is a Forest in addition to one or more of those types.
Finale of Devastation
If X is 10 or more, the creature card you just put onto the battlefield will get +X/+X and haste.
If you don't find a creature card with mana value X or less, creatures you control still get +X/+X and gain haste if X is 10 or more.
If a creature card in your library or graveyard has {X} in its mana cost, X is considered to be 0.
No player may take action between the time you reveal which creature card you'll put onto the battlefield and the time it gets +X/+X and haste if X is 10 or more. Any abilities that trigger as it enters the battlefield will be put onto the stack after your creatures get +X/+X and haste.
Ghalta and Mavren
You choose which player, planeswalker, or battle the Dinosaur token is attacking. It doesn’t have to be the same player, planeswalker, or battle that Ghalta and Mavren is attacking.
If you choose the second mode and there are no other attacking creatures, you won’t create any Vampire tokens.
If you choose the first mode and there are no other attacking creatures, you’ll create a 0/0 Dinosaur token. Unless something else is immediately raising its toughness, the token will die. You won’t have time to respond with a spell or ability to try and save it. A similar situation occurs if the greatest power among other attacking creatures is 0 or less.
Although the Dinosaur token enters the battlefield attacking, it was never declared as an attacking creature (for the purposes of abilities that trigger whenever a creature attacks, for example).
For both modes, the value of X is determined as the ability resolves.
Grove of the Guardian
You can’t tap Grove of the Guardian to activate both abilities at the same time.
To activate Grove of the Guardian’s second ability you can tap any two untapped creatures you control, including ones you haven’t controlled continuously since the beginning of your most recent turn.
Growing Ranks
Any enters-the-battlefield abilities of the copied token will trigger when the new token enters the battlefield. Any "as [this creature] enters the battlefield" or "[this creature] enters the battlefield with" abilities of the copied token will also work.
If you control no creature tokens when you populate, nothing will happen.
If you choose to copy a creature token that's a copy of another creature, the new creature token will copy the characteristics of whatever the original token is copying.
Populate doesn't target the creature token you're copying. You choose that creature token as you're taking the populate action. You can choose any creature token you control. If a spell or ability causes you to create a creature token and then instructs you to populate, you may choose to copy the token you just created, or you may choose to copy another creature token you control.
The new token doesn't copy whether the original token is tapped or untapped, whether it has any counters on it or Auras and Equipment attached to it, or any noncopy effects that have changed its power, toughness, color, and so on.
The new creature token copies the characteristics of the original token as stated by the effect that created the original token.
Halo Fountain
Activating mana abilities is done before paying costs when activating an ability. This means that if you control a creature which can be tapped for mana, such as Avacyn's Pilgrim, you may both tap it for mana and untap it to pay costs for Halo Fountain's activated abilities.
Untapping creatures is part of the cost of all of Halo Fountain's abilities. Once you've begun activating an ability, other players can't take actions until you have finished activating it, including paying its costs. Notably, players can't take actions to remove the creatures from the battlefield to prevent you from untapping them to pay for the ability.
Healing Technique
If you copy a spell with demonstrate, you then immediately choose an opponent. If they copy the spell, it goes on top of the stack.
This means that if you cast a spell with demonstrate and both you and an opponent copy it, the opponent’s copy will resolve first, then your copy will resolve, and finally the original spell will resolve.
If you cast the spell and choose not to copy it, no opponent will get to copy it either.
If the spell requires targets, you choose the target of the original spell as you cast it. If you create a copy of the spell, you may choose new targets for the copy as you create that copy. Similarly, the opponent you chose to create a copy may choose new targets for that copy as it’s created. In other words, your opponent will know the targets of your original spell and your copy when choosing the new targets, if any, for their copy.
You choose whether to make a copy as the demonstrate ability resolves. This happens before the original spell resolves. Your copy goes on the stack above the original spell.
Hour of Reckoning
If a creature you control has a mana ability with {T} in the cost, activating that ability while casting a spell with convoke will result in the creature being tapped before you pay the spell's costs. You won't be able to tap it again for convoke. Similarly, if you sacrifice a creature to activate a mana ability while casting a spell with convoke, that creature won't be on the battlefield when you pay the spell's costs, so you won't be able to tap it for convoke.
You can tap any untapped creature you control to convoke a spell, even one you haven't controlled continuously since the beginning of your most recent turn.
Tapping an untapped creature that's attacking or blocking to convoke a spell won't cause that creature to stop attacking or blocking.
Tapping a multicolored creature using convoke will pay for {1} or one mana of your choice of any of that creature's colors.
When calculating a spell's total cost, include any alternative costs, additional costs, or anything else that increases or reduces the cost to cast the spell. Convoke applies after the total cost is calculated. Convoke doesn't change a spell's mana cost or mana value.
Because convoke isn't an alternative cost, it can be used in conjunction with alternative costs.
Idol of Oblivion
You can activate Idol of Oblivion's first ability even if the token you've created was created before Idol of Oblivion entered the battlefield or if the token has left the battlefield.
Invincible Hymn
In a Two-Headed Giant game, Invincible Hymn will essentially set your team’s life total to the number of cards in your library. For example, suppose your team has 8 life and you have thirty cards in your library. Your life total (being the same as your team’s life total) changes from 8 life to 30 life, for a net gain of 22 life. Your team’s life total becomes 30 (22 + 8).
For your life total to become the appropriate number, you actually gain or lose the necessary amount of life. For example, if your life total is 20 and your library has thirty-two cards in it when Invincible Hymn resolves, Invincible Hymn will cause you to gain 12 life. Other cards that interact with life gain or life loss will interact with Invincible Hymn accordingly.
Invincible Hymn checks the number of cards in your library just once: when it resolves. It doesn’t continuously modify your life total as your library size changes.
Lathiel, the Bounteous Dawn
If some, but not all, of the creatures are illegal targets as the triggered ability tries to resolve, the original distribution of counters still applies and the counters that would have been put on illegal targets are lost. If all of the creatures are illegal targets, the ability won't resolve.
Gaining more life in response to the triggered ability won't change how many counters will be distributed, nor will it change the distribution.
As each end step begins, if you haven't gained life that turn, Lathiel's triggered ability won't trigger at all. If it does trigger, you choose the targets and how the +1/+1 counters will be distributed as you put the ability on the stack. Each target must receive at least one +1/+1 counter.
You may choose no targets if you want. In that case, no +1/+1 counters are put on any creature.
The triggered ability will consider the total amount of life you've gained that turn, not how your life total has changed. For example, if you start the turn at 10 life, then gain 5 life, and then lose 7 life, you'll distribute five +1/+1 counters, even though your life total is now lower than it was at the beginning of the turn.
Lazotep Quarry
If the copied card has {X} in its mana cost, {X} is 0.
If a card copied by the token had any "when [this creature] enters the battlefield" abilities, the token also has those abilities and will trigger them when it's created. Similarly, any "as [this creature] enters the battlefield" or "[this creature] enters the battlefield with" abilities that the token has copied will also work.
The token is a Zombie instead of its other creature types, and it's black instead of its other colors. These are copiable values of the token that other effects may copy.
Except for the listed exceptions, the token created by Lazotep Quarry's last ability copies exactly what was printed on the original card and nothing else. It doesn't copy any information about the object that card was before it was put into your graveyard.
Mirari's Wake
Because damage remains marked on a creature until the cleanup step or an effect removes that damage, nonlethal damage dealt to creatures you control may become lethal if Mirari's Wake leaves the battlefield.
The types of mana are white, blue, black, red, green, and colorless.
If tapping a land produces more than one type of mana, you choose one type that was produced and add one mana of that type.
If the mana produced by the land has any additional restrictions or riders, those restrictions or riders don't apply to the mana added by Mirari's Wake. You just get one mana of the appropriate type.
Nature's Lore
You may find a basic Forest or any land card with the land type Forest.
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.
Overgrown Farmland
If this land enters the battlefield at the same time as any number of other lands, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.
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.
Pest Infestation
The number of Pests created is equal to twice the chosen value of X, no matter how many artifacts and enchantments were destroyed.
If any artifacts or enchantments were chosen as targets, and all of them are illegal targets as Pest Infestation tries to resolve, it won't resolve and none of its effects will happen. No Pests will be created.
Phyrexian Processor
You can pay 0 life if you want, but it's not useful most of the time.
Resplendent Angel
You don't need to have gained 5 life all at once to satisfy Resplendent Angel's triggered ability.
In a Two-Headed Giant game, life gained by your teammate won't satisfy Resplendent Angel's triggered ability, even though it caused your team's life total to increase.
Resplendent Angel's triggered ability checks if you gained 5 or more life total during the turn. It doesn't matter if you also lost life or whether your life total is greater than it was at the beginning of the turn. It also doesn't matter whether Resplendent Angel was on the battlefield when any of the life gain happened.
If you didn't gain life during the turn before the end step begins, Resplendent Angel's triggered ability won't trigger at all. Gaining life during the end step won't cause the ability to trigger.
You create only one Angel token, no matter how many times you gained 5 or more life.
Restless Prairie
If this becomes a creature because of an effect other than its own ability, its last ability will still trigger whenever it attacks.
If this becomes a creature but you haven't controlled it continuously since your most recent turn began, you won't be able to activate its mana ability or attack with it that turn.
Rogue's Passage
Activating the second ability of Rogue's Passage after a creature has become blocked won't cause that creature to become unblocked.
Rootborn Defenses
Any enters-the-battlefield abilities of the copied token will trigger when the new token enters the battlefield. Any "as [this creature] enters the battlefield" or "[this creature] enters the battlefield with" abilities of the copied token will also work.
If you control no creature tokens when you populate, nothing will happen.
If you choose to copy a creature token that's a copy of another creature, the new creature token will copy the characteristics of whatever the original token is copying.
Populate doesn't target the creature token you're copying. You choose that creature token as you're taking the populate action. You can choose any creature token you control. If a spell or ability causes you to create a creature token and then instructs you to populate, you may choose to copy the token you just created, or you may choose to copy another creature token you control.
The new token doesn't copy whether the original token is tapped or untapped, whether it has any counters on it or Auras and Equipment attached to it, or any noncopy effects that have changed its power, toughness, color, and so on.
The new creature token copies the characteristics of the original token as stated by the effect that created the original token.
Rootborn Defenses affects only creatures you control after populating at the time it resolves. The creature token you create will gain indestructible, but creatures you begin to control later in the turn will not.
Selesnya Sanctuary
If this land enters the battlefield and you control no other lands, its ability will force you to return it to your hand.
Shamanic Revelation
After you draw cards while Shamanic Revelation is resolving, nothing else can happen before you gain the appropriate amount of life. Notably, abilities that trigger when you draw cards won't be put onto the stack until after you've gained life.
Silverquill Lecturer
If you copy a spell with demonstrate, you then immediately choose an opponent. If they copy the spell, it goes on top of the stack.
If the spell had an X value chosen for it as it was cast, the copies will have the same value of X.
If any additional or alternative costs were paid to cast the spell with demonstrate, the copies will see those choices as well. For example, if the spell has a kicker ability and was kicked, the copies will also be kicked
If you cast the spell and choose not to copy it, no opponent will get to copy it either.
If you cast a spell with demonstrate and both you and an opponent copy it, the opponent's copy will resolve first, then your copy will resolve, and finally the original spell will resolve.
You choose whether to make a copy as the demonstrate ability resolves. This happens before the original spell resolves. Your copy goes on the stack above the original spell.
Resolving copies of permanent spells become tokens as they enter the battlefield. These tokens are not considered "created" when this happens.
Song of Freyalise
Once a chapter ability has triggered, the ability on the stack won’t be affected if the Saga gains or loses counters, or if it leaves the battlefield.
Each symbol on the left of a Saga’s text box represents a chapter ability. A chapter ability is a triggered ability that triggers when a lore counter that is put on the Saga causes the number of lore counters on the Saga to become equal to or greater than the ability’s chapter number. Chapter abilities are put onto the stack and may be responded to.
As a Saga enters the battlefield, its controller puts a lore counter on it. As your precombat main phase begins (immediately after your draw step), you put another lore counter on each Saga you control. Putting a lore counter on a Saga in either of these ways doesn’t use the stack.
Once the number of lore counters on a Saga is greater than or equal to the greatest number among its chapter abilities—in the Dominaria set, this is always three—the Saga’s controller sacrifices it as soon as its chapter ability has left the stack, most likely by resolving or being countered. This state-based action doesn’t use the stack.
A chapter ability doesn’t trigger if a lore counter is put on a Saga that already had a number of lore counters greater than or equal to that chapter’s number. For example, the third lore counter put on a Saga causes the III chapter ability to trigger, but I and II won’t trigger again.
If multiple chapter abilities trigger at the same time, their controller puts them on the stack in any order. If any of them require targets, those targets are chosen as you put the abilities on the stack, before any of those abilities resolve.
Each of Song of Freyalise’s chapter abilities affects only creatures you control at the time it resolves. Creatures you begin to control later in the turn won’t gain abilities or get a +1/+1 counter.
If counters are removed from a Saga, the appropriate chapter abilities will trigger again when the Saga receives lore counters. Removing lore counters won’t cause a previous chapter ability to trigger.
Song of the Worldsoul
Any enters-the-battlefield abilities of the copied token will trigger when the new token enters the battlefield. Any "as [this creature] enters the battlefield" or "[this creature] enters the battlefield with" abilities of the copied token will also work.
If you control no creature tokens when you populate, nothing will happen.
If you choose to copy a creature token that's a copy of another creature, the new creature token will copy the characteristics of whatever the original token is copying.
Populate doesn't target the creature token you're copying. You choose that creature token as you're taking the populate action. You can choose any creature token you control. If a spell or ability causes you to create a creature token and then instructs you to populate, you may choose to copy the token you just created, or you may choose to copy another creature token you control.
The new token doesn't copy whether the original token is tapped or untapped, whether it has any counters on it or Auras and Equipment attached to it, or any noncopy effects that have changed its power, toughness, color, and so on.
The new creature token copies the characteristics of the original token as stated by the effect that created the original token.
Song of the Worldsoul's ability will resolve before the spell that caused it to trigger but after targets have been chosen for that spell. It resolves even if that spell is countered.
Soul of Eternity
If an effect stops a token from attacking a specific player, that token can attack any player, planeswalker, or battle, or not attack at all. If the effect stops the token from attacking a specific player unless a cost is paid, you don't have to pay that cost unless you want to attack that player.
If one of the tokens somehow is under another player's control as the delayed triggered ability resolves, you can't sacrifice that token. It remains on the battlefield indefinitely, even if you regain control of it later.
Each token must attack the appropriate player if able.
The ability that defines Soul of Eternity's power and toughness functions in all zones, not just the battlefield.
The tokens copy only what's on the original card. Effects that modified that creature when it was previously on the battlefield won't be copied.
Exiling the card with encore is a cost to activate the ability. Once you announce that you're activating it, no player may take actions until you've finished. They can't try to remove the card from your graveyard to stop you from paying the cost.
If one of the tokens can't attack for any reason (such as being tapped), then it doesn't attack. If there's a cost associated with having it attack, you aren't forced to pay that cost, so it doesn't have to attack in that case either.
Opponents who have left the game aren't counted when determining how many tokens to create.
Soul Warden
If this creature enters at the same time as one or more other creatures, its ability will trigger for each of those other creatures.
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.
Springleaf Drum
You can tap a creature that hasn't been under your control since your most recent turn began to activate Springleaf Drum's ability.
You can tap a creature that hasn't been under your control since your most recent turn began to activate Springleaf Drum's ability.
Sundering Growth
Any enters-the-battlefield abilities of the copied token will trigger when the new token enters the battlefield. Any "as [this creature] enters the battlefield" or "[this creature] enters the battlefield with" abilities of the copied token will also work.
If you control no creature tokens when you populate, nothing will happen.
If you choose to copy a creature token that's a copy of another creature, the new creature token will copy the characteristics of whatever the original token is copying.
Populate doesn't target the creature token you're copying. You choose that creature token as you're taking the populate action. You can choose any creature token you control. If a spell or ability causes you to create a creature token and then instructs you to populate, you may choose to copy the token you just created, or you may choose to copy another creature token you control.
The new token doesn't copy whether the original token is tapped or untapped, whether it has any counters on it or Auras and Equipment attached to it, or any noncopy effects that have changed its power, toughness, color, and so on.
The new creature token copies the characteristics of the original token as stated by the effect that created the original token.
You must target an artifact or enchantment to cast Sundering Growth. If that artifact or enchantment is an illegal target when Sundering Growth tries to resolve, it won't resolve and none of its effects will happen. You won't populate.
Sunpetal Grove
This checks for lands you control with the land type Forest or Plains, not for lands named Forest or Plains. The lands it checks for don't have to be basic lands. For example, if you control Hallowed Fountain (a nonbasic land with the land types Plains and Island), Sunpetal Grove will enter untapped.
As this is entering, it checks for lands that are already on the battlefield. It won't see lands that are entering at the same time (due to Warp World, for example).
Swords to Plowshares
Use the power of the creature from when it was last on the battlefield to determine how much life is gained.
Temple of Plenty
When you scry, you may put all the cards you look at back on top of your library, you may put all of those cards on the bottom of your library, or you may put some of those cards on top and the rest of them on the bottom.
Scry appears on some spells and abilities with one or more targets. If all of the spell or ability's targets are illegal when it tries to resolve, it won't resolve and none of its effects will happen. You won't scry.
You perform the actions stated on a card in sequence. For some spells and abilities, that means you'll scry last. For others, that means you'll scry and then perform other actions.
You choose how to order cards returned to your library after scrying no matter where you put them.
Trostani, Selesnya's Voice
Any enters-the-battlefield abilities of the copied token will trigger when the new token enters the battlefield. Any "as [this creature] enters the battlefield" or "[this creature] enters the battlefield with" abilities of the copied token will also work.
If you control no creature tokens when you populate, nothing will happen.
If you choose to copy a creature token that's a copy of another creature, the new creature token will copy the characteristics of whatever the original token is copying.
Populate doesn't target the creature token you're copying. You choose that creature token as you're taking the populate action. You can choose any creature token you control. If a spell or ability causes you to create a creature token and then instructs you to populate, you may choose to copy the token you just created, or you may choose to copy another creature token you control.
The new token doesn't copy whether the original token is tapped or untapped, whether it has any counters on it or Auras and Equipment attached to it, or any noncopy effects that have changed its power, toughness, color, and so on.
The new creature token copies the characteristics of the original token as stated by the effect that created the original token.
Trostani's first ability checks the creature's toughness as it resolves. If that creature has left the battlefield, use its toughness from when it was last on the battlefield. You can't lose life this way if that creature's toughness was less than 0.
Voice of Resurgence
An ability that triggers when a player casts a spell resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
The power and toughness of the token change as the number of creatures you control changes. The token's ability counts itself, so it'll be at least 1/1.
Voice of the Blessed
The first ability of Voice of the Blessed triggers just once for each life-gaining event, no matter how much life was gained.
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, Voice of the Blessed's first 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.
Gaining flying after it has become blocked won't cause Voice of the Blessed to become unblocked.
If Voice of the Blessed 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 the first 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 of Voice of the Blessed triggers only once.
Vorinclex, Voice of Hunger
If Vorinclex leaves the battlefield after its second ability has triggered, that ability still resolves and the affected land won't untap during its controller's next untap step.
If a land you control produces multiple mana of more than one type, Vorinclex's first triggered ability adds one mana of only one of those types. You choose which of those types it adds.
The types of mana are white, blue, black, red, green, and colorless.
Also Printed in Other Drops
Some of these cards came in other Secret Lair drops too, each with its own art.
- Archangel of ThuneAngels: They're Just Like Us but Cooler and with Wings
- Bountiful Promenade20 Ways to Win
- Canopy VistaRaining Cats and Dogs
- Command TowerSecret Lair Commander Deck: Odds and Ends, Masters of the Universe: Sold Separately, The Zeta Set, Stardew Valley: Life in Pelican Town, Marvel's Spider-Man: Villainous Plots
- Crested SunmareThe '90s Binder Experience
- CultivateThe Zeta Set, Their Magic is Limitless, Everyone's Invited!, Raining Cats and Dogs, Black Is Magic
- ExploreFurby: Doo-ay Noo-lah, Happy Yargle Day!
- FarseekToby's Journey by Gary Baseman, Horizon: Into the Forbidden West, Everyone's Invited!, Raining Cats and Dogs, From Cute to Brute
- Finale of DevastationTheir Magic is Limitless
- ForestSecret Lair x Star Trek: New Worlds, The Oddlands: Forests, The Oddlands: Islands, The Oddlands: Mountains, The Oddlands: Plains
- Gavony TownshipShowcase: Midnight Hunt
- Halo Fountain20 Ways to Win
- Idol of OblivionGoblin Storm
- Krosan VergeRaining Cats and Dogs
- Llanowar ElvesThe Zeta Set, Artist Series: Jesper Ejsing, Special Guest: Kozyndan: Another Story
- Nature's LorePrints Charming, Raining Cats and Dogs, Our Show Is On Friday, Can You Make It?
- Nykthos ParagonAngels: They're Just Like Us but Cooler and with Wings
- Overgrown Farmland20 Ways to Win
- Path to ExileThe Zeta Set, Ghost of Tsushima, Raining Cats and Dogs, Angels: They're Just Like Us but Cooler and with Wings, Arcane
- PlainsSecret Lair x Star Trek: New Worlds, Secret Lair Commander Deck: Odds and Ends, The Oddlands: Forests, The Oddlands: Islands, The Oddlands: Mountains
- Rhys the RedeemedFrom Cute to Brute
- Rogue's PassageSecret Lair x Jim Henson's Labyrinth: Through the Labyrinth, Dwarf Fortress: Create New World, Heads I Win, Tails You Lose
- Selesnya SignetDan Frazier is Back: The Allied Signets
- Seraph SanctuaryAngels: They're Just Like Us but Cooler and with Wings, Artist Series: Alayna Danner
- Shalai, Voice of Plenty20 Ways to Win, Black Is Magic
- SkullclampThe Zeta Set, Goblin Storm, Brain Dead: Staples, Raining Cats and Dogs, Special Guest: Yoji Shinkawa
- 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, Stardew Valley: Welcome to Stardew Valley
- Soul WardenFeaturing: Julie Bell
- Speaker of the HeavensAngels: They're Just Like Us but Cooler and with Wings
- Sungrass PrairieEveryone's Invited!
- Sunpetal GroveRaining Cats and Dogs, Special Guest: Matt Jukes
- Swords to PlowsharesSecret Lair Commander Deck: Odds and Ends, Stardew Valley: Welcome to Stardew Valley, Garfield: As Intended, The Office: Dwight's Destiny, Featuring: Phoebe Wahl
- Voice of ResurgenceThe Stars Gaze Back
- Vorinclex, Voice of HungerOutlaw Anthology Vol. 2: Sinister Scoundrels, Phyrexian Praetors: Compleat Edition
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.