

Heads I Win, Tails You Lose
Heads I Win, Tails You Lose 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 87 cards
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Zndrsplt, Eye of Wisdom // Zndrsplt, Eye of Wisdom
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Okaun, Eye of Chaos // Okaun, Eye of Chaos
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Stitch in Time // Stitch in Time
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Krark's Thumb // Krark's Thumb
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Full Decklist: Heads I Win, Tails You Lose
Heads I Win, Tails You Lose is a ready-made 100-card Commander deck. These are all of its cards, with the commander that leads it first.
Commander
Mainboard
- 1× Academy Ruins
- 1× Arcane Signet
- 1× Blasphemous Act
- 1× Bloodsworn Steward
- 1× Boompile
- 1× Buried Ruin
- 1× Cascade Bluffs
- 1× Chance Encounter
- 1× Chandra's Ignition
- 1× Chaos Warp
- 1× Command Tower
- 1× Commander's Plate
- 1× Counterspell
- 1× Crooked Scales
- 1× Daretti, Scrap Savant
- 1× Desolate Lighthouse
- 1× Embercleave
- 1× Exotic Orchard
- 1× Fabricate
- 1× Fiery Gambit
- 1× Flamekin Village
- 1× Footfall Crater
- 1× Frenetic Sliver
- 1× Gamble
- 1× Goblin Archaeologist
- 1× Goblin Engineer
- 1× Goblin Kaboomist
- 1× Great Furnace
- 1× Impulsive Maneuvers
- 1× Inventors' Fair
- 7× Island
- 1× Izzet Boilerworks
- 1× Izzet Signet
- 1× Karplusan Minotaur
- 1× Krark, the Thumbless
- 1× Krark's Thumb // Krark's Thumb
- 1× Lightning Greaves
- 1× Long-Term Plans
- 1× Mind Stone
- 1× Mirror March
- 1× Mogg Assassin
- 8× Mountain
- 1× Muddle the Mixture
- 1× Myriad Landscape
- 1× Negate
- 1× Niv-Mizzet, Parun
- 1× Path of Ancestry
- 1× Planar Chaos
- 1× Ponder
- 1× Preordain
- 1× Propaganda // Propaganda
- 1× Ral Zarek
- 1× Reliquary Tower
- 1× Reshape
- 1× Risky Move
- 1× Rogue's Passage
- 1× Sakashima the Impostor
- 1× Seize the Day
- 1× Serum Visions
- 1× Shadowspear
- 1× Shivan Reef
- 1× Slip Through Space
- 1× Sol Ring
- 1× Spark Double
- 1× Spinerock Knoll
- 1× Squee's Revenge
- 1× Stitch in Time // Stitch in Time
- 1× Sulfur Falls
- 1× Swiftfoot Boots
- 1× Sword of Vengeance
- 1× Talisman of Creativity
- 1× Tavern Scoundrel
- 1× Temple of Epiphany
- 1× Temple of the False God
- 1× Temur Battle Rage
- 1× The Locust God
- 1× Thought Vessel
- 1× Tolaria West
- 1× Training Center
- 1× Tribute Mage
- 1× Vandalblast
- 1× Wandering Fumarole
- 1× Whir of Invention
- 1× Whispersilk Cloak
- 1× Yusri, Fortune's Flame
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
208 rulings for 56 cards
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.
Blasphemous Act
The total cost to cast Blasphemous Act is locked in before you pay that cost. For example, if there are three creatures on the battlefield, including one you can sacrifice to add {C}, the total cost of Blasphemous Act is {5}{R}. Then you can sacrifice the creature when you activate mana abilities just before paying the cost.
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 Blasphemous Act). The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
Blasphemous Act's ability can't reduce the total cost to cast the spell below {R}.
Although players may respond to Blasphemous Act once it's been cast, once it's announced, they can't respond before the cost is calculated and paid.
Boompile
You flip a coin as Boompile’s ability resolves. No player may take actions between seeing the result of the flip and all nonland permanents being destroyed.
If you win the flip, Boompile is destroyed along with all the other nonland permanents.
Chance Encounter
You can only win a coin flip if you are the player flipping the coin. Your opponent losing a flip does not count as you winning one.
Chandra's Ignition
If the creature becomes an illegal target by the time Chandra's Ignition tries to resolve (perhaps because another player controls it or it's left the battlefield), Chandra's Ignition won't resolve and none of its effects will happen. No damage will be dealt.
Use the power of the target creature as Chandra's Ignition resolves to determine how much damage it deals to each other creature and each opponent.
The creature is the source of the damage, not Chandra's Ignition. For example, Chandra's Ignition can have a white creature deal damage to a creature with protection from red.
Chaos Warp
The owner of a token is the player under whose control the token was put onto the battlefield. If a token is shuffled into a player's library this way, that player shuffles before revealing the top card of that library.
If the revealed card is not a permanent card, it remains on top of that library.
If the revealed card is a permanent card but can't enter (perhaps because it's an Aura with nothing to enchant), it remains on top of that library.
If the permanent is an illegal target by the time Chaos Warp tries to resolve, it won't resolve and none of its effects will occur. No library will be shuffled and no card will be revealed.
A permanent card is a card with one or more of the following card types: artifact, creature, enchantment, land, or planeswalker.
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}.
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.
Crooked Scales
If you pay the {3}, you do not choose a new pair of targets when it repeats. This means that if you lose the flip, you have the choice of having your creature destroyed or paying {3} to try again to win the flip. If you lose again, you get the same choice, and so on. You can keep trying to destroy your opponent’s creature as long as you have mana to pay.
You choose both targets on activation, so you can only activate this when you can legally choose both targets.
Daretti, Scrap Savant
The ability of Daretti’s emblem will return the artifact card only if it’s still in your graveyard when the delayed triggered ability resolves at the beginning of the next end step. If the artifact card left your graveyard before that point (even if it was put back into your graveyard), the ability won’t return it to the battlefield.
You may choose to discard zero cards as the first ability resolves. In that case, you won’t draw any cards.
You choose which artifact to sacrifice as the second ability resolves. You must sacrifice an artifact if you control at least one at that time. For example, if you control two artifacts when you activate the second ability, but the artifact you intended to sacrifice is destroyed in response, you must sacrifice the other artifact as the ability resolves.
Embercleave
Once you announce that you're casting a spell, no player may take actions until the spell has been paid for. Notably, opponents can't try to increase Embercleave's cost by removing attacking creatures you control.
Embercleave's second ability can't reduce its cost below {R}{R}.
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. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
Exotic Orchard
Exotic Orchard checks the effects of all mana-producing abilities of lands your opponents control, but it doesn't check their costs. For example, Vivid Crag has the ability "{T}, Remove a charge counter from Vivid Crag: Add one mana of any color." If an opponent controls Vivid Crag and you control Exotic Orchard, you can tap Exotic Orchard for any color of mana. It doesn't matter whether Vivid Crag has a charge counter on it, and it doesn't matter whether it's untapped.
Lands that produce mana based only on what other lands "could produce" won't help each other unless some other land allows one of them to actually produce some type of mana. For example, if you control an Exotic Orchard and your opponent controls an Exotic Orchard and a Reflecting Pool, none of those lands would produce mana if their mana abilities were activated. On the other hand, if you control a Forest and an Exotic Orchard, and your opponent controls an Exotic Orchard and a Reflecting Pool, then each of those lands can be tapped to produce {G}. Your opponent's Exotic Orchard can produce {G} because you control a Forest. Your Exotic Orchard and your opponent's Reflecting Pool can each produce {G} because your opponent's Exotic Orchard can produce {G}.
When determining what colors of mana your opponents' lands could produce, Exotic Orchard takes into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there are more than one, consider them in any possible order.
The colors of mana are white, blue, black, red, and green. Exotic Orchard can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.
Exotic Orchard doesn't care about any restrictions or riders your opponents' lands (such as Ancient Ziggurat or Hall of the Bandit Lord) put on the mana they produce. It just cares about colors of mana.
Fiery Gambit
You must choose a target creature when you cast Fiery Gambit. If that target isn’t legal on resolution, Fiery Gambit has no effect and you don’t even flip a coin.
You can flip any number of coins (you can even flip more than three), but Fiery Gambit has no effect if you lose any of the flips. You can’t continue flipping if you lose a flip.
After each flip, you choose whether to continue flipping.
If you win three flips, Fiery Gambit deals 3 damage to the target creature and 6 damage to each opponent, and you draw nine cards and untap all lands you control.
Frenetic Sliver
If the creature type of a Sliver changes so it’s no longer a Sliver, it will no longer be affected by its own ability. Its ability will continue to affect other Sliver creatures.
Abilities that Slivers grant, as well as power/toughness boosts, are cumulative. However, for some abilities, like flying, having more than one instance of the ability doesn’t provide any additional benefit.
For any given Sliver, this ability can be activated numerous times in response to itself, but the end result is that only one coin will be flipped for that Sliver.
Gamble
You might end up discarding the card you searched for. It's a gamble!
Goblin Engineer
If a card in a player's graveyard has {X} in its mana cost, X is considered to be 0.
Because targets are chosen for activated abilities before costs (such as "Sacrifice an artifact") are paid, Goblin Engineer's second ability can't target the artifact that will be sacrificed to pay its cost.
Goblin Kaboomist
The Land Mine tokens have the ability even if Goblin Kaboomist blows himself up or otherwise leaves the battlefield.
You flip the coin after the Land Mine token is created, not after you sacrifice a Land Mine. The token is created even if you lose the flip.
Impulsive Maneuvers
You flip a coin for each creature that attacks, not once per attack.
Inventors' Fair
There are many important moments in the story, but the most crucial—called “story spotlights”—are shown on cards. These cards have the Planeswalker symbol in their text box; this symbol has no effect on gameplay. You can read more about these events in the official Magic fiction at http://www.mtgstory.com.
No player may take actions in a turn before Inventors' Fair's triggered ability checks to see if it should trigger. If you don't control three or more artifacts, it won't trigger.
When using Inventors' Fair's activated ability, the number of artifacts you control is checked only as you activate it. It's not checked again as the ability resolves.
If you control three artifacts as the ability resolves, you gain 1 life. The artifacts you control as the ability resolves don't have to be the same ones you controlled as it triggered. If you don't control three artifacts at that time, you won't gain life.
Izzet Boilerworks
If this land enters the battlefield and you control no other lands, its ability will force you to return it to your hand.
Karplusan Minotaur
The coin flip rules have changed. You now win or lose a flip only if *you* flipped the coin. If your opponent loses a flip, that no longer means that you win that flip. Only coin flips caused by cards that say “win” and/or “lose” anywhere on them have a winner or loser.
When Karplusan Minotaur’s cumulative upkeep ability resolves, you either flip a number of coins equal to the number of age counters on it, or you sacrifice it. Once you start to flip, you can’t stop; you must continue until all flips are made. If you flip, you call heads or tails for each flip. Each time you’re right, the Minotaur’s second ability triggers. Each time you’re wrong, the Minotaur’s third ability triggers. The triggers wait until after you’re done flipping, then they all go on the stack in whatever order you choose. Each may have a different target.
The Minotaur’s last two abilities will trigger whenever you win or lose any coin flip. For example, if you cast Stitch in Time, one of the Minotaur’s abilities will trigger.
If a spell or ability uses a coin flip to determine what happens on a heads result versus a tails result, the flipping player doesn’t call “heads” or “tails.” Such flips have no winner or loser.
Krark, the Thumbless
If you win the flip, the spell will be copied even if it doesn't require targets.
Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional {2} the first time you cast the other. A player loses the game after having been dealt 21 damage from any one of them, not from both of them combined.
If the spell has damage divided as it was cast (like Monstrous Onslaught), the division can't be changed, although the targets receiving that damage still can. The same is true of spells that distribute counters.
If you win the flip, the copy will resolve before the original spell does.
You can't choose to pay any alternative or additional costs for the copy. However, effects based on any alternative or additional costs that were paid for the original spell are copied as though those same costs were paid for the copy.
If the spell that's copied is modal (that is, it has a bulleted list of modes), the copy will have the same mode or modes. You can't choose different ones.
If you win the flip, but the spell that caused Krark's triggered ability to trigger isn't on the stack anymore (most likely because it was countered), the copy is still created.
Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.
An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
The copy from winning the flip is created on the stack, so it's not "cast." Abilities that trigger when a player casts a spell won't trigger.
If you lose the flip, but the spell that caused Krark's triggered ability to trigger isn't on the stack anymore (most likely because it was countered), nothing is returned to your hand. The card stays in its current zone.
If the spell that's copied has an X whose value was determined as it was cast, the copy will have the same value of X.
If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Falthis and Kediss are your commanders, your deck may contain cards with black and/or red in their color identity, but not cards with green, white, or blue.
If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.
If you cast a copy of an instant or sorcery card (for example, one created by Mnemonic Deluge), and the spell is returned to its owner's hand, it will cease to exist. You won't be able to cast it again.
Krark's ability triggers at the same time as any other abilities that say "When you cast this spell" or similar, including cascade. Those abilities may be put on the stack in any order. Those triggered abilities are unaffected by the original spell being returned to hand, countered, or otherwise removed from the stack.
To have two commanders, both must have the partner ability as the game begins. Losing the ability during the game doesn't cause either to cease to be your commander.
You can choose two commanders with partner that are the same color or colors. In Commander Draft, you can even choose two of the same commander with partner if you drafted them. If you do this, make sure you keep the number of times you've cast each from the command zone clear for "commander tax" purposes.
If you copy a spell with targets, the copy will have the same targets unless you choose new ones. You may change any number of the targets, including all of them or none of them. If, for any of the targets, you can't choose a new legal target, that target remains unchanged (even if the current target is illegal).
If you lose the flip and the spell is returned to its owner's hand, it's removed from the stack and won't resolve. This isn't the same as countering the spell, and a spell that can't be countered can be returned to hand.
Krark's Thumb // Krark's Thumb
If an effect tells you to flip more than one coin at once, this replaces each individual coin flip. For example, if an effect tells you to flip two coins, you don't flip four coins and ignore any two; you flip two coins, flip two coins, and then ignore one flip from each pair of flips. You will know the results of all simultaneous flips before choosing which to ignore.
If you and your opponent both flip at the same time, you can see your opponent's result before choosing which result to keep.
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.
Long-Term Plans
If there are fewer than 3 cards in your library, put the card on the bottom of your library.
Mirror March
If the copied creature has {X} in its mana cost, X is 0.
If the entering creature leaves the battlefield before Mirror March’s ability resolves, use that creature’s last known existence on the battlefield to determine the token’s characteristics.
All of the tokens enter the battlefield at the same time.
Each 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, each token enters the battlefield as whatever that creature is copying.
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.
Mogg Assassin
You and your opponent both pick the target creatures on announcing, which is before the coin is flipped. You pick first.
Myriad Landscape
You can choose to find one basic land card with Myriad Landscape's last ability.
Negate
A "creature spell" is any spell with the creature type, even if it has other types such as artifact or enchantment.
Niv-Mizzet, Parun
Niv-Mizzet's second triggered ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered. This causes its first triggered ability to trigger, and that also resolves before the spell.
Players can cast spells and activate abilities after Niv-Mizzet's second triggered ability resolves but before the spell that caused it to trigger does. Notably, the card you draw may be able to counter that spell.
If a spell or ability causes you to put cards into your hand without specifically using the word "draw," Niv-Mizzet's first triggered ability won't trigger.
If an effect instructs you to draw multiple cards, Niv-Mizzet's first triggered ability triggers that many times. You choose targets for those abilities after you've drawn all of the cards.
Okaun, Eye of Chaos // Okaun, Eye of Chaos
If an effect has a player flip a coin and refers to winning or losing a flip, only the player who flipped the coin wins or loses the flip. If that player loses the flip, nobody wins the flip.
If a creature’s power is less than 0 when it’s doubled, instead that creature gets -X/-0, where X is how much less than 0 its power is. The same is true for its toughness. For example, if an effect has given Okaun -7/-0 so that its power and toughness are -4/3, doubling its power and toughness gives it -4/+3 and it’s -8/6 until end of turn.
Note that the target player searches their library (which may be affected by effects such as that of Stranglehold) and that the card they find is revealed, even though these words aren’t included in the ability’s reminder text.
Once the game begins, your two commanders are tracked separately. If you cast one, you won’t have to pay an additional {2} the first time you cast the other. A player loses the game after having been dealt 21 damage from one of them, not from both of them combined. Command Beacon’s effect puts one into your hand from the command zone, not both.
To have two commanders, both must have the partner ability (featured in the Magic: The Gathering—Commander™ (2016 Edition) set) or corresponding “partner with” abilities as the game begins. A creature with a “partner with” ability can’t partner with any creature other than its designated partner. Losing a partner ability during the game doesn’t cause either to cease to be your commander.
The triggered ability of the “partner with” keyword still triggers in a Commander game. If your other commander has somehow ended up in your library, you can find it. You can also target another player who might have that card in their library.
An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
“Partner with [name]” represents two abilities. The first is a triggered ability: “When this permanent enters the battlefield, target player may search their library for a card named [name], reveal it, put it into their hand, then shuffle their library.”
If an effect instructs you to “double” a creature’s power, that creature gets +X/+0, where X is its power. The same is true for its toughness.
The second ability represented by the “partner with [name]” keyword modifies the rules for deck construction in the Commander variant and has no function outside of that variant. If a legendary creature card with “partner with [name]” is designated as your commander, the named legendary creature card can also be designated as your commander. For more information on the Commander variant, please visit Wizards.com/Commander.
Both commanders start in the command zone, and the remaining 98 cards of your deck are shuffled to become your library.
If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders’ combined color identities. If Khorvath and Sylvia are your commanders, your deck may contain cards with red and/or white in their color identity, but not blue, black, or green.
If an effect has a player flip a coin but refers to whether the flip came up heads or tails, that flip has no winner or loser.
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.
Ponder
If you choose to shuffle your library, that includes the three cards you just looked at and put back on top of it.
Propaganda // Propaganda
Unless some effect explicitly says otherwise, a creature that can't attack you can still attack a planeswalker you control.
In the Two-Headed Giant format, you still only have to pay once per creature.
Paying this cost is not an instant or any other kind of ability, it is an additional cost on the declaration of the attacker.
If there are multiple attacks in a turn, then you have to pay for each attack.
If there is more than one Propaganda on the battlefield, the cost is cumulative.
The payment is made during the declare attackers step at the same time you are declaring the attacker.
Ral Zarek
Ral Zarek's first ability can target any two permanents. It doesn't matter whether they're tapped or untapped. If the first target is tapped as the ability resolves, it will just stay tapped. Similarly, if the second target is untapped as the ability resolves, it will stay untapped.
The five coins you flip for Ral Zarek's last ability aren't called, and no one wins or loses these flips. Abilities that care about a player winning or losing a coin flip won't consider these flips.
Reliquary Tower
If multiple effects modify your hand size, apply them in timestamp order. For example, if you put Null Profusion (an enchantment that says your maximum hand size is two) onto the battlefield and then put Reliquary Tower onto the battlefield, you'll have no maximum hand size. However, if those permanents enter in the opposite order, your maximum hand size would be two.
Reshape
If a card in a player's library has {X} in its mana cost, X is considered to be 0 for that card.
Risky Move
The change of control of creatures does not end at end of turn or even when this card leaves the battlefield.
This card does not target any creatures or players.
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.
Sakashima the Impostor
If there is no creature on the battlefield or if you don't choose a creature as Sakashima enters, Sakashima remains a 3/1 Human Rogue.
Sakashima doesn't get the return to hand ability unless a creature is copied as Sakashima enters. Sakashima can't copy itself because the choice is made as part of the event that puts it onto the battlefield, and whatever will be copied must already be on the battlefield.
Sakashima must be on the battlefield at the end of turn in order to return to hand. If Sakashima leaves the battlefield after the ability is activated but before the at-end-of-turn ability resolves, the ability does nothing.
Seize the Day
A spell cast using flashback will always be exiled afterward, whether it resolves, is countered, or leaves the stack in some other way.
To determine the total cost of a spell, start with the mana cost or alternative cost (such as a flashback cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
You must still follow any timing restrictions and permissions, including those based on the card's type. For instance, you can cast a sorcery using flashback only when you could normally cast a sorcery.
You can cast a spell using flashback even if it was somehow put into your graveyard without having been cast.
"Flashback [cost]" means "You may cast this card from your graveyard by paying [cost] rather than paying its mana cost" and "If the flashback cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack."
If a card with flashback is put into your graveyard during your turn, you can cast it if it's legal to do so before any other player can take any actions.
If the target creature becomes an illegal target for Seize the Day, the spell doesn't resolve. There isn't an additional combat phase or main phase.
Seize the Day can target a creature that's already untapped.
If you somehow cast Seize the Day during an opponent's main phase, that opponent attacks during the resulting combat phase, since it's still that player's turn. If you somehow cast it not during a main phase at all, all that happens is you untap the target creature.
Shadowspear
Because damage remains marked on a creature until the damage is removed as the turn ends, damage previously dealt to a creature with indestructible may cause it to be destroyed if Shadowspear's second ability resolves during that turn.
You can activate Shadowspear's second ability whether or not it's equipped to a creature.
If a permanent enters the battlefield under an opponent's control with hexproof or indestructible after Shadowspear's second ability resolves, it won't lose that ability unless you activate Shadowspear's second ability again. The same is true if an opponent's permanent gains indestructible or hexproof after Shadowspear's second ability resolves.
Shivan Reef
Like most lands, each land in this cycle is colorless. The damage dealt to you is dealt by a colorless source.
The damage dealt to you is part of the second mana ability. It doesn't use the stack and can't be responded to.
Spark Double
If the copied permanent has {X} in its mana cost, X is considered to be 0.
Spark Double isn’t legendary if it copies a legendary permanent, and this exception is copiable. If something else copies Spark Double later, that copy also won’t be legendary. If you control two or more permanents with the same name but only one is legendary, the “legend rule” doesn’t apply.
If it copies a planeswalker, Spark Double enters with the appropriate number of loyalty counters as printed on the card plus one. If it copies a creature, Spark Double enters with a +1/+1 counter on it, plus any counters that will be put on it from abilities it copied and other abilities of other objects.
If the copied permanent is affected by a type-changing effect, Spark Double may enter the battlefield with different permanent types than the copied permanent currently has. Use the characteristics of Spark Double as it enters the battlefield, not of the copied permanent, to determine whether it enters with an additional counter on it. Notably, if Spark Double copies a Gideon planeswalker that’s a creature because its loyalty ability caused it to become a planeswalker creature, Spark Double enters as a noncreature planeswalker and doesn’t get a +1/+1 counter. On the other hand, if Spark Double copies Gideon Blackblade during your turn, Spark Double enters as a planeswalker creature and gets both kinds of counters.
Spark Double copies exactly what was printed on the original permanent (unless that permanent is copying something else or is a token; see below). It doesn’t copy whether that permanent is tapped or untapped, whether it has any counters on it or any Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, or so on.
Any enters-the-battlefield abilities of the copied permanent will trigger when Spark Double enters the battlefield. Any “as [this permanent] enters the battlefield” or “[this permanent] enters the battlefield with” abilities of the chosen permanent will also work.
If Spark Double somehow enters the battlefield at the same time as another permanent, it can’t become a copy of that permanent. You may choose only a creature or planeswalker that’s already on the battlefield.
If the chosen permanent is a token, Spark Double copies the original characteristics of that token as stated by the effect that created the token. Spark Double doesn’t become a token in this case.
If the chosen permanent is copying something else (for example, if the chosen permanent is another Spark Double), then Spark Double enters the battlefield as whatever the chosen permanent copied.
Spinerock Knoll
Any player who has controlled a permanent with a hideaway ability since a card was exiled with it may look at that card.
Hideaway now causes you to put the rest of the cards on the bottom of your library in a random order instead of any order.
Previously, permanents with hideaway entered the battlefield tapped. This ability has been removed from the definition of hideaway. Older cards have received errata to have an additional paragraph that reads "[This permanent] enters the battlefield tapped," and they now have hideaway 4.
"Hideaway N" means "When this permanent enters the battlefield, look at the top N cards of your library. Exile one of them face down and put the rest on the bottom of your library in a random order. The exiled card gains 'The player who controls the permanent that exiled this card may look at this card in the exile zone.'"
It doesn't matter how the opponent was dealt damage or by whom, as long as the total damage is 7 or more. You don't specify an opponent when you activate the ability.
You'll get to play the card even if Spinerock Knoll wasn't on the battlefield at the time some or all of the 7 damage was dealt.
At the time the last ability resolves, you'll get to play the card if a player who is currently your opponent, or a player who was your opponent at the time they left the game, has been dealt 7 damage over the course of the turn.
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.
Temur Battle Rage
If an attacking creature with double strike and trample destroys all of its blocking creatures with first-strike combat damage, all of its normal combat damage is assigned to the player, planeswalker, or battle that creature's attacking.
Temur Battle Rage checks whether you control a creature with power 4 or greater as it resolves. If you do, the target creature has trample until end of turn even if you no longer control a creature with power 4 or greater later in the turn.
The Locust God
The “next end step” refers to the next end step that occurs, not the end step of the next turn. If this creature dies before a turn's end step (for example, during combat), it will be returned to its owner's hand at the beginning of that turn's end step.
If a spell or ability causes you to put cards into your hand without specifically using the word “draw,” The Locust God's first triggered ability won't trigger.
If this creature dies but leaves your graveyard before the next end step, it will remain in its new zone.
Tolaria West
Cards with mana cost {X}, {X}{X}, or {X}{X}{X} have mana value 0.
Cards with mana cost {0} (like Pact of Negation) and cards with no mana cost (like Ancestral Vision and Tolaria West itself) have mana value 0.
Training Center
Count the number of opponents you currently have, not how many you started with. If your four-player game is down to you and a single opponent, the land enters the battlefield tapped.
If an effect puts the land onto the battlefield tapped, having two or more opponents won't untap it.
Tribute Mage
If a card in your library has X in its mana cost, X is considered to be 0.
Vandalblast
If you don't pay the overload cost of a spell with overload, that spell will have a single target. If you pay the overload cost, the spell won't have any targets.
If you are instructed to cast a spell with overload "without paying its mana cost," you can't choose to pay its overload cost instead.
Because a spell with overload doesn't target when its overload cost is paid, it may affect permanents with hexproof or with protection from the appropriate color.
To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as an overload 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.
Wandering Fumarole
Because damage remains marked on a creature until the damage is removed as the turn ends, nonlethal damage dealt to a creature may become lethal if you switch its power and toughness during that turn.
Switching a creature's power and toughness twice (or any even number of times) effectively returns the creature to the power and toughness it had before any switches.
Effects that switch a creature's power and toughness apply after all other effects, regardless of when those effects began to apply. For instance, if you target a 1/2 creature then give it +2/+0 later in the turn, it's a 2/3 creature, not a 4/1 creature.
When a land becomes a creature, that doesn't count as having a creature enter the battlefield. The permanent was already on the battlefield; it only changed its types. Abilities that trigger whenever a creature enters the battlefield won't trigger.
A land that becomes a creature may be affected by “summoning sickness.” You can't attack with it or use any of its {T} abilities (including its mana abilities) unless it began your most recent turn on the battlefield under your control. Note that summoning sickness cares about when that permanent came under your control, not when it became a creature nor when it entered the battlefield.
This land is colorless until the last ability gives it colors.
An ability that turns a land into a creature also sets that creature's power and toughness. If the land was already a creature (for example, if it was the target of a spell with awaken), this will overwrite the previous effect that set its power and toughness. Effects that modify its power or toughness will continue to apply no matter when they started to take effect. The same is true for counters that change its power or toughness (such as +1/+1 counters) and effects that switch its power and toughness. For example, if Wandering Fumarole has been made a 0/0 creature with three +1/+1 counters on it, activating its last ability will turn it into a 4/7 creature that's still a land.
Whir of Invention
When using improvise to cast a spell with {X} in its mana cost, first choose the value for X. That choice, plus any cost increases or decreases, will determine the spell's total cost. Then you can tap artifacts you control to help pay that cost. For example, if you cast Whir of Invention (a spell with improvise and mana cost {X}{U}{U}{U}) and choose X to be 3, the total cost is {3}{U}{U}{U}. If you tap two artifacts, you'll have to pay {1}{U}{U}{U}.
Tapping an artifact won't cause its abilities to stop applying unless those abilities say so.
If an artifact you control has a mana ability with {T} in the cost, activating that ability while casting a spell with improvise will result in the artifact being tapped when you pay the spell's costs. You won't be able to tap it again for improvise. Similarly, if you sacrifice an artifact to activate a mana ability while casting a spell with improvise, that artifact won't be on the battlefield when you pay the spell's costs, so you won't be able to tap it for improvise.
Improvise can't pay for {W}, {U}, {B}, {R}, {G}, or {C} mana symbols in a spell's total cost.
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. Improvise applies after the total cost is calculated.
Because improvise isn't an alternative cost, it can be used in conjunction with alternative costs.
Improvise can't be used to pay for anything other than the cost of casting the spell. For example, it can't be used during the resolution of an ability that says "Counter target spell unless its controller pays {3}."
Improvise doesn't change a spell's mana cost or mana value.
Equipment attached to a creature doesn't become tapped when that creature becomes tapped, and tapping that Equipment doesn't cause the creature to become tapped.
Yusri, Fortune's Flame
When you cast a spell without paying its mana cost, you may still pay additional costs. If any additional costs are required, you must pay them.
If an effect allows you to cast a spell with {X} in its cost without paying its mana cost, you must choose 0 for the value of X.
Zndrsplt, Eye of Wisdom // Zndrsplt, Eye of Wisdom
If an effect has a player flip a coin and refers to winning or losing a flip, only the player who flipped the coin wins or loses the flip. If that player loses the flip, nobody wins the flip.
The triggered ability of the "partner with" keyword still triggers in a Commander game. If your other commander has somehow ended up in your library, you can find it. You can also target another player who might have that card in their library.
"Partner with [name]" represents two abilities. The first is a triggered ability: "When this permanent enters the battlefield, target player may search their library for a card named [name], reveal it, put it into their hand, then shuffle their library."
Note that the target player searches their library (which may be affected by effects such as that of Stranglehold) and that the card they find is revealed, even though these words aren't included in the ability's reminder text.
Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional {2} the first time you cast the other. A player loses the game after having been dealt 21 damage from one of them, not from both of them combined. Command Beacon's effect puts one into your hand from the command zone, not both.
To have two commanders, both must have the partner ability (featured in the Magic: The Gathering—Commander™ (2016 Edition) set) or corresponding "partner with" abilities as the game begins. A creature with a "partner with" ability can't partner with any creature other than its designated partner. Losing a partner ability during the game doesn't cause either to cease to be your commander.
The second ability represented by the "partner with [name]" keyword modifies the rules for deck construction in the Commander variant and has no function outside of that variant. If a legendary creature card with "partner with [name]" is designated as your commander, the named legendary creature card can also be designated as your commander. For more information on the Commander variant, please visit Wizards.com/Commander.
An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Khorvath and Sylvia are your commanders, your deck may contain cards with red and/or white in their color identity, but not blue, black, or green.
Both commanders start in the command zone, and the remaining 98 cards of your deck are shuffled to become your library.
If an effect has a player flip a coin but refers to whether the flip came up heads or tails, that flip has no winner or loser.
Also Printed in Other Drops
Some of these cards came in other Secret Lair drops too, each with its own art.
- Academy RuinsTomb Raider
- 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
- Blasphemous ActGoblin Storm, Marvel's Spider-Man: Daily Bugle Breaking News, Marvel's Deadpool, Monster Movie Marathon
- Chandra's IgnitionHatsune Miku: Sakura Superstar
- Chaos WarpCats of Chaos, Goblin Storm
- Command TowerSecret Lair Commander Deck: Odds and Ends, Masters of the Universe: Sold Separately, The Zeta Set, Hatsune Miku, Stardew Valley: Life in Pelican Town
- Commander's PlateMarvel's Iron Man, Angels: They're Just Like Us but Cooler and with Wings
- CounterspellGarfield: As Intended, Dungeons & Dragons: Whispers in Candlekeep, SpongeBob SquarePants: Internet Sensation, Hatsune Miku: Winter Diva, Far Out, Man
- Desolate LighthouseShowcase: Midnight Hunt
- Exotic OrchardSecret Lair Commander Deck: Odds and Ends, Everyone's Invited!, 20 Ways to Win, Raining Cats and Dogs, From Cute to Brute
- FabricateSonic: Chasing Adventure, Transformers: Roll Out or Rise Up, Far Out, Man
- GambleOur Show Is On Friday, Can You Make It?
- Goblin EngineerFeaturing: Deathburger
- Great FurnaceManufactured Grounds by See Machine, Mirrodinsanity
- Inventors' FairMarvel's Iron Man
- IslandSecret Lair x Star Trek: New Worlds, Secret Lair Commander Deck: Odds and Ends, The Oddlands: Forests, The Oddlands: Islands, The Oddlands: Mountains
- Izzet SignetDan Frazier is Back: The Enemy Signets
- Krark, the ThumblessJust Add Milk: Second Helpings
- 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 StoneAngels: They're Just Like Us but Cooler and with Wings
- Mogg AssassinBrain Dead: New Earth Mentality
- MountainSecret Lair x Star Trek: New Worlds, The Oddlands: Forests, The Oddlands: Islands, The Oddlands: Mountains, The Oddlands: Plains
- Muddle the MixtureArtist Series: Rebecca Guay
- Myriad LandscapeSecret Lair Commander Deck: Odds and Ends, Angels: They're Just Like Us but Cooler and with Wings
- Niv-Mizzet, ParunA Devastation of Dragons
- 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
- PonderSecret Lair Commander Deck: Odds and Ends, Garfield: Motivationally Challenged, Avatar: The Last Airbender: A Lot to Learn, Dungeons & Dragons: An Exhibition of Adventure, Black Is Magic
- PreordainAvatar: The Last Airbender: One with the Elements, Tome of the Astral Sorceress, Our Show Is On Friday, Can You Make It?
- Propaganda // PropagandaFallout: SPECIAL
- Reliquary TowerSecret Lair Commander Deck: Odds and Ends, The Zeta Set, Goblin Storm, Fallout: Points of Interest
- Rogue's PassageSecret Lair x Jim Henson's Labyrinth: Through the Labyrinth, Hatsune Miku, Dwarf Fortress: Create New World
- Sakashima the ImpostorMasters of the Universe: Allies and Enemies of Eternia, City Styles
- Seize the DayThe Art of Frank Frazetta, Arcane
- Serum VisionsFurby: The Oddbodies, Seeing Visions
- ShadowspearTomb Raider
- Slip Through SpaceCosmic Chill by Robin Eisenberg
- 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
- Spinerock KnollGoblin Storm, Pictures of the Floating World
- Swiftfoot BootsGoblin Storm, Sonic: Turbo Gear, Angels: They're Just Like Us but Cooler and with Wings
- Talisman of CreativityDan Frazier Is Back Again: The Enemy Talismans
- Thought VesselThe Zeta Set, The Hobbit: Smaug's Spoils, Brain Dead: Staples, Through the Wormhole
- VandalblastThe Zeta Set, Goblin Storm, Marvel's Deadpool, Li'l Giri Saves the Day
- Whir of InventionSaturday Morning D&D
- Whispersilk CloakAssassin's Creed: Da Vinci's Designs
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