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Dungeons & Dragons

Dungeons & Dragons is a : 13 drops and 66 cards. A theme groups drops that share a franchise or an idea.Secret LairSpecial Magic cards sold by Wizards of the Coast on their own online store for a short time. Most are cards that already exist, given new art by a well-known artist or another franchise. A Secret Lair copy of a card plays exactly like any other copy of it.Open the full glossaryThemeOur way of grouping Secret Lair drops that share a subject, like Marvel or Fallout, so every version is on one page.Open the full glossary

Released 13 drops 66 cards

We do not sell anything and we are not paid for this. Secret Lair is sold by Wizards of the Coast.

Every 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.

Dungeons & Dragons: Black Lights & Dark Dungeons Sold out $29.99 4 cards
VersionStore PriceAt the Store
Non-foil $29.99 Sold out
Foil $39.99 Sold out
  • Seasoned Dungeoneer

    Seasoned Dungeoneer

    Creature — Human Warrior

    • Card Kingdom $9.99 foil $11.99
    • Cardmarket €8.43 foil €8.66
    • Mana Pool $6.91 foil $7.29
    • TCGplayer $7.87 foil $7.84
  • Displacer Kitten

    Displacer Kitten

    Creature — Cat Beast

    • Card Kingdom $89.99
    • Cardmarket €46.11 foil €58.98
    • Mana Pool $69.59 foil $73.66
    • TCGplayer $70.41 foil $85.22
  • Tortured Existence

    Tortured Existence

    Enchantment

    • Card Kingdom $14.99 foil $17.99
    • Cardmarket €10.31 foil €11.36
    • Mana Pool $11.79 foil $15.26
    • TCGplayer $14.66 foil $16.52
  • Sefris of the Hidden Ways

    Sefris of the Hidden Ways

    Legendary Creature — Human Wizard

    • Card Kingdom $5.49 foil $6.49
    • Cardmarket €4.25 foil €5.19
    • Mana Pool $3.89 foil $4.68
    • TCGplayer $4.89 foil $5.20

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Dungeons & Dragons: Gale's Ambition Sold out $29.99 5 cards
VersionStore PriceAt the Store
Non-foil $29.99 Sold out
Foil $39.99 Sold out
  • Gale, Waterdeep Prodigy

    Gale, Waterdeep Prodigy

    Legendary Creature — Human Wizard

    • Card Kingdom $7.49 foil $6.99
    • Cardmarket €5.04 foil €6.64
    • Mana Pool $3.86 foil $3.41
    • TCGplayer $3.40 foil $4.57
  • Arcane Denial

    Arcane Denial

    Instant

    • Card Kingdom $10.99 foil $15.99
    • Cardmarket €9.56 foil €13.40
    • Mana Pool $7.55 foil $9.73
    • TCGplayer $7.12 foil $13.71
  • Archmage's Charm

    Archmage's Charm

    Instant

    • Card Kingdom $5.99 foil $6.49
    • Cardmarket €5.04 foil €5.61
    • Mana Pool $3.31 foil $3.08
    • TCGplayer $2.93 foil $3.97
  • Brainstorm

    Brainstorm

    Instant

    • Card Kingdom $7.49 foil $8.49
    • Cardmarket €6.96 foil €9.85
    • Mana Pool $3.44 foil $3.65
    • TCGplayer $3.46 foil $4.49
  • Personal Tutor

    Personal Tutor

    Sorcery

    • Card Kingdom $9.49 foil $10.99
    • Cardmarket €8.92 foil €10.72
    • Mana Pool $9.69 foil $6.56
    • TCGplayer $10.37 foil $10.04

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Dungeons & Dragons: Lands of the Forgotten Realms Sold out $29.99 5 cards
VersionStore PriceAt the Store
Non-foil $29.99 Sold out
Foil $39.99 Sold out
  • Plains

    Plains

    2 in the box

    • Card Kingdom $2.79 foil $4.49
    • Cardmarket €5.38 foil €4.99
    • Mana Pool $3.86 foil $3.27
    • TCGplayer $3.89 foil $4.88
  • Island

    Island

    2 in the box

    • Card Kingdom $8.49 foil $10.99
    • Cardmarket €5.26 foil €6.10
    • Mana Pool $5.89 foil $6.65
    • TCGplayer $5.75 foil $7.60
  • Swamp

    Swamp

    2 in the box

    • Card Kingdom $6.99
    • Cardmarket €4.98 foil €5.92
    • Mana Pool $5.51 foil $7.48
    • TCGplayer $6.76 foil $8.69
  • Mountain

    Mountain

    2 in the box

    • Card Kingdom $3.99 foil $7.49
    • Cardmarket €4.69 foil €4.81
    • Mana Pool $4.50 foil $3.75
    • TCGplayer $4.39 foil $4.96
  • Forest

    Forest

    2 in the box

    • Card Kingdom $6.99 foil $7.99
    • Cardmarket €4.44 foil €5.11
    • Mana Pool $5.17 foil $3.95
    • TCGplayer $5.19 foil $5.21

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Dungeons & Dragons: Shadowheart's Devotion Sold out $29.99 5 cards
VersionStore PriceAt the Store
Non-foil $29.99 Sold out
Foil $39.99 Sold out
  • Shadowheart, Dark Justiciar

    Shadowheart, Dark Justiciar

    Legendary Creature — Human Elf Cleric

    • Card Kingdom $18.99 foil $24.99
    • Cardmarket €21.14 foil €21.48
    • Mana Pool $16.94 foil $9.37
    • TCGplayer $18.19 foil $17.74
  • Beseech the Queen

    Beseech the Queen

    Sorcery

    • Card Kingdom $13.99 foil $16.99
    • Cardmarket €11.70 foil €13.61
    • Mana Pool $11.36 foil $11.64
    • TCGplayer $11.83 foil $12.64
  • Black Market

    Black Market

    Enchantment

    • Card Kingdom $9.99 foil $9.99
    • Cardmarket €8.50 foil €9.56
    • Mana Pool $9.11 foil $9.37
    • TCGplayer $9.02 foil $10.06
  • Victimize

    Victimize

    Sorcery

    • Card Kingdom $9.99 foil $12.99
    • Cardmarket €8.35 foil €9.46
    • Mana Pool $9.57 foil $9.69
    • TCGplayer $9.19 foil $9.16
  • Ancient Bronze Dragon

    Ancient Bronze Dragon

    Creature — Elder Dragon

    • Card Kingdom $21.99 foil $21.99
    • Cardmarket €19.90 foil €21.86
    • Mana Pool $18.43 foil $18.33
    • TCGplayer $19.93 foil $19.65

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Dungeons & Dragons: Shadows Over Baldur's Gate Sold out $29.99 4 cards
VersionStore PriceAt the Store
Non-foil $29.99 Sold out
Foil $39.99 Sold out
  • Grim Hireling

    Grim Hireling

    Creature — Tiefling Rogue

    • Card Kingdom $16.99 foil $18.99
    • Cardmarket €14.66 foil €14.59
    • Mana Pool $12.50 foil $12.11
    • TCGplayer $15.00 foil $14.88
  • Wild-Magic Sorcerer

    Wild-Magic Sorcerer

    Creature — Orc Shaman Sorcerer

    • Card Kingdom $9.49 foil $9.99
    • Cardmarket €6.66 foil €7.15
    • Mana Pool $6.42 foil $7.13
    • TCGplayer $6.62 foil $7.31
  • Xorn

    Xorn

    Creature — Elemental

    • Card Kingdom $20.99
    • Cardmarket €19.35 foil €17.81
    • Mana Pool $14.16 foil $18.49
    • TCGplayer $19.60 foil $18.28
  • Prosper, Tome-Bound

    Prosper, Tome-Bound

    Legendary Creature — Tiefling Warlock

    • Card Kingdom $14.99 foil $17.99
    • Cardmarket €12.99 foil €16.39
    • Mana Pool $12.50 foil $15.77
    • TCGplayer $13.31 foil $15.73

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Dungeons & Dragons: Strahd's Descent Sold out $29.99 4 cards
VersionStore PriceAt the Store
Non-foil $29.99 Sold out
Foil $39.99 Sold out
  • Strefan, Maurer Progenitor

    Strefan, Maurer Progenitor

    Legendary Creature — Vampire Noble

    • Card Kingdom $7.99 foil $6.49
    • Cardmarket €5.39 foil €7.11
    • Mana Pool $4.37 foil $7.17
    • TCGplayer $8.42 foil $7.30
  • Bloodletter of Aclazotz

    Bloodletter of Aclazotz

    Creature — Vampire Demon

    • Card Kingdom $49.99 foil $54.99
    • Cardmarket €31.40 foil €38.51
    • Mana Pool $42.30 foil $41.66
    • TCGplayer $44.20 foil $42.04
  • End the Festivities

    End the Festivities

    Sorcery

    • Card Kingdom $4.49 foil $5.49
    • Cardmarket €3.68 foil €5.09
    • Mana Pool $3.14 foil $3.64
    • TCGplayer $2.76 foil $3.56
  • Voldaren Estate

    Voldaren Estate

    Land

    • Card Kingdom $2.29 foil $2.29
    • Cardmarket €2.26 foil €2.39
    • Mana Pool $1.82 foil $1.03
    • TCGplayer $1.75 foil $2.37

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Dungeons & Dragons: Whispers in Candlekeep Sold out $29.99 4 cards
VersionStore PriceAt the Store
Non-foil $29.99 Sold out
Foil $39.99 Sold out
  • Counterspell

    Counterspell

    Instant

    • Card Kingdom $11.99 foil $9.99
    • Cardmarket €9.09 foil €11.85
    • Mana Pool $9.73 foil $9.73
    • TCGplayer $8.51 foil $8.53
  • Dragonborn Champion

    Dragonborn Champion

    Creature — Dragon Warrior

    • Card Kingdom $10.99 foil $12.99
    • Cardmarket €8.86 foil €9.86
    • Mana Pool $8.25 foil $7.20
    • TCGplayer $9.17 foil $8.40
  • Klauth, Unrivaled Ancient

    Klauth, Unrivaled Ancient

    Legendary Creature — Dragon

    • Card Kingdom $29.99
    • Cardmarket €25.23 foil €26.67
    • Mana Pool $23.85 foil $23.52
    • TCGplayer $27.40 foil $23.89
  • Miirym, Sentinel Wyrm

    Miirym, Sentinel Wyrm

    Legendary Creature — Dragon Spirit

    • Card Kingdom $42.99 foil $44.99
    • Cardmarket €26.78 foil €34.01
    • Mana Pool $32.29 foil $33.79
    • TCGplayer $34.83 foil $38.02

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Dungeons & Dragons: An Exhibition of Adventure 7 cards
  • Fell the Mighty

    Fell the Mighty

    Sorcery

    • Card Kingdom $2.79 foil $2.79
    • Cardmarket €1.54 foil €1.62
    • Mana Pool $2.20 foil $1.49
    • TCGplayer $2.07 foil $2.23
  • Faithless Looting

    Faithless Looting

    Sorcery

    • Card Kingdom $9.49 foil $12.99
    • Cardmarket €7.33 foil €9.21
    • Mana Pool $9.24 foil $9.56
    • TCGplayer $9.61 foil $11.02
  • Goldspan Dragon

    Goldspan Dragon

    Creature — Dragon

    • Card Kingdom $57.99
    • Cardmarket €42.03 foil €48.25
    • Mana Pool $49.36 foil $63.55
    • TCGplayer $47.03 foil $61.97
  • Reality Shift

    Reality Shift

    Instant

    • Card Kingdom $6.49 foil $6.49
    • Cardmarket €5.02 foil €8.37
    • Mana Pool $5.15 foil $6.58
    • TCGplayer $4.86 foil $6.92
  • Monster Manual // Zoological Study

    Monster Manual // Zoological Study

    Artifact — Book // Sorcery — Adventure

    • Card Kingdom $16.99 foil $17.99
    • Cardmarket €9.04 foil €11.94
    • Mana Pool $14.04 foil $14.07
    • TCGplayer $14.29
  • Ponder

    Ponder

    Sorcery

    • Card Kingdom $29.99 foil $23.99
    • Cardmarket €20.47 foil €24.46
    • Mana Pool $17.57 foil $20.62
    • TCGplayer $18.11 foil $20.16
  • Acererak the Archlich

    Acererak the Archlich

    Legendary Creature — Zombie Wizard

    • Card Kingdom $16.99 foil $14.99
    • Cardmarket €13.47 foil €17.30
    • Mana Pool $13.60 foil $12.92
    • TCGplayer $13.50 foil $12.22

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Dungeons & Dragons: Astarion's Thirst 5 cards
  • Astarion, the Decadent

    Astarion, the Decadent

    Legendary Creature — Vampire Elf Rogue

    • Card Kingdom $49.99 foil $44.99
    • Cardmarket €44.26 foil €50.24
    • Mana Pool $46.25 foil $31.76
    • TCGplayer $54.10 foil $30.09
  • Exquisite Blood

    Exquisite Blood

    Enchantment

    • Card Kingdom $74.99 foil $69.99
    • Cardmarket €46.82 foil €50.33
    • Mana Pool $56.15 foil $43.73
    • TCGplayer $58.53 foil $42.03
  • Sanguine Bond

    Sanguine Bond

    Enchantment

    • Card Kingdom $32.99 foil $23.99
    • Cardmarket €22.58 foil €21.27
    • Mana Pool $22.90 foil $17.43
    • TCGplayer $29.45 foil $15.53
  • Anguished Unmaking

    Anguished Unmaking

    Instant

    • Card Kingdom $7.49 foil $6.99
    • Cardmarket €7.00 foil €8.33
    • Mana Pool $6.77 foil $3.81
    • TCGplayer $8.24 foil $3.72
  • Mortify

    Mortify

    Instant

    • Card Kingdom $5.99 foil $4.99
    • Cardmarket €3.88 foil €4.25
    • Mana Pool $4.98 foil $3.60
    • TCGplayer $5.07 foil $3.50

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Dungeons & Dragons: Death is in the Eyes of the Beholder I 6 cards
  • Xanathar, Guild Kingpin

    Xanathar, Guild Kingpin

    Legendary Creature — Beholder

    • Card Kingdom foil $6.99
    • Cardmarket €4.69 foil €6.50
    • Mana Pool $6.66 foil $6.96
    • TCGplayer $8.42 foil $8.22
  • Bribery

    Bribery

    Sorcery

    • Card Kingdom $7.49 foil $9.99
    • Cardmarket €6.71 foil €8.00
    • Mana Pool $7.12 foil $6.54
    • TCGplayer $9.45 foil $7.24
  • Stifle

    Stifle

    Instant

    • Card Kingdom $21.99 foil $23.99
    • Cardmarket €18.62 foil €16.92
    • Mana Pool $14.75 foil $15.43
    • TCGplayer $15.18 foil $16.42
  • Delay

    Delay

    Instant

    • Card Kingdom $4.99 foil $4.49
    • Cardmarket €3.37 foil €3.73
    • Mana Pool $2.95 foil $3.62
    • TCGplayer $2.81 foil $3.52
  • Blood Money

    Blood Money

    Sorcery

    • Card Kingdom $6.49 foil $7.99
    • Cardmarket €4.69 foil €5.38
    • Mana Pool $4.42 foil $4.08
    • TCGplayer $4.81 foil $4.99
  • Drown in the Loch

    Drown in the Loch

    Instant

    • Card Kingdom $4.49 foil $5.49
    • Cardmarket €3.00 foil €3.92
    • Mana Pool $3.11 foil $2.58
    • TCGplayer $3.15 foil $3.21

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Dungeons & Dragons: Death is in the Eyes of the Beholder II 6 cards
  • Karazikar, the Eye Tyrant

    Karazikar, the Eye Tyrant

    Legendary Creature — Beholder

    • Card Kingdom $19.99 foil $22.99
    • Cardmarket €17.09 foil €18.72
    • Mana Pool $17.98 foil $19.68
    • TCGplayer $18.85 foil $20.08
  • Snuff Out

    Snuff Out

    Instant

    • Card Kingdom $15.99 foil $18.99
    • Cardmarket €14.82 foil €21.13
    • Mana Pool $14.06 foil $15.02
    • TCGplayer $13.63 foil $16.23
  • Defile

    Defile

    Instant

    • Card Kingdom $4.49 foil $5.49
    • Cardmarket €6.10 foil €8.90
    • Mana Pool $4.83 foil $4.75
    • TCGplayer $4.81 foil $5.27
  • Oubliette

    Oubliette

    Enchantment

    • Card Kingdom $6.49 foil $6.49
    • Cardmarket €4.35 foil €5.03
    • Mana Pool $4.68 foil $5.46
    • TCGplayer $7.05 foil $5.69
  • Fling

    Fling

    Instant

    • Card Kingdom $1.99 foil $3.49
    • Cardmarket €2.27 foil €3.54
    • Mana Pool $2.47 foil $2.50
    • TCGplayer $2.50 foil $3.29
  • Fire Covenant

    Fire Covenant

    Instant

    • Card Kingdom $6.49 foil $6.99
    • Cardmarket €5.51 foil €7.77
    • Mana Pool $3.27 foil $5.73
    • TCGplayer $4.94 foil $5.58

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Dungeons & Dragons: Karlach's Rage 5 cards
  • Karlach, Fury of Avernus

    Karlach, Fury of Avernus

    Legendary Creature — Tiefling Barbarian

    • Card Kingdom $54.99 foil $47.99
    • Cardmarket €55.28 foil €58.92
    • Mana Pool $44.33 foil $32.09
    • TCGplayer $47.03 foil $28.15
  • City on Fire

    City on Fire

    Enchantment

    • Card Kingdom $23.99 foil $23.99
    • Cardmarket €19.33 foil €16.62
    • Mana Pool $22.91 foil $15.48
    • TCGplayer $22.06 foil $15.02
  • Stranglehold

    Stranglehold

    Enchantment

    • Card Kingdom $9.49
    • Cardmarket €6.06 foil €6.93
    • Mana Pool $9.20 foil $6.57
    • TCGplayer $8.90 foil $6.60
  • Thrill of Possibility

    Thrill of Possibility

    Instant

    • Card Kingdom $6.99 foil $5.99
    • Cardmarket €7.54 foil €9.40
    • Mana Pool $6.36 foil $5.23
    • TCGplayer $5.69 foil $4.91
  • Dolmen Gate

    Dolmen Gate

    Artifact

    • Card Kingdom $42.99 foil $37.99
    • Cardmarket €28.05 foil €25.97
    • Mana Pool $30.52 foil $28.13
    • TCGplayer $32.55 foil $24.71

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Dungeons & Dragons: Honor Among Thieves 6 cards
  • Rashel, Fist of Torm

    Rashel, Fist of Torm

    Legendary Creature — Human Knight

    • Card Kingdom $20.99 foil $21.99
    • Cardmarket €12.65 foil €14.11
    • Mana Pool $15.89 foil $18.47
    • TCGplayer $17.16 foil $20.87
  • Mathise, Surge Channeler

    Mathise, Surge Channeler

    Legendary Creature — Human Elf Shaman Sorcerer

    • Card Kingdom $9.49 foil $9.99
    • Cardmarket €6.58 foil €7.38
    • Mana Pool $7.41 foil $7.60
    • TCGplayer $6.96 foil $9.11
  • Evin, Waterdeep Opportunist

    Evin, Waterdeep Opportunist

    Legendary Creature — Human Rogue

    • Card Kingdom $7.49 foil $9.99
    • Cardmarket €9.37 foil €9.13
    • Mana Pool $9.49 foil $10.09
    • TCGplayer $8.81 foil $9.23
  • Jurin, Leading the Charge

    Jurin, Leading the Charge

    Legendary Creature — Human Barbarian

    • Card Kingdom $5.99 foil $4.99
    • Cardmarket €4.92 foil €4.80
    • Mana Pool $4.82 foil $5.28
    • TCGplayer $5.35 foil $6.38
  • Casal, Lurkwood Pathfinder // Casal, Pathbreaker Owlbear

    Casal, Lurkwood Pathfinder // Casal, Pathbreaker Owlbear

    Legendary Creature — Tiefling Druid // Legendary Creature — Bird Bear

    • Card Kingdom $32.99 foil $32.99
    • Cardmarket €22.01 foil €22.87
    • Mana Pool $23.76 foil $23.94
    • TCGplayer $22.33 foil $21.90
  • Bohn, Beguiling Balladeer

    Bohn, Beguiling Balladeer

    Legendary Creature — Human Bard

    • Card Kingdom $18.99 foil $14.99
    • Cardmarket €17.20 foil €14.24
    • Mana Pool $15.60 foil $16.98
    • TCGplayer $17.27 foil $21.31

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The Store Price Against Buying the Cards One at a Time

The single-card total is each card's price at TCGplayer on , in US dollars. A total only shows when every card in the drop has a price.

DropVersionStore PriceCards One at a TimeCheaper
Dungeons & Dragons: Black Lights & Dark Dungeons Foil $39.99 $114.78 The store, by $74.79
Dungeons & Dragons: Black Lights & Dark Dungeons Non-foil $29.99 $97.83 The store, by $67.84
Dungeons & Dragons: Gale's Ambition Foil $39.99 $36.78 The single cards, by $3.21
Dungeons & Dragons: Gale's Ambition Non-foil $29.99 $27.28 The single cards, by $2.71
Dungeons & Dragons: Lands of the Forgotten Realms Foil $39.99 $62.68 The store, by $22.69
Dungeons & Dragons: Lands of the Forgotten Realms Non-foil $29.99 $51.96 The store, by $21.97
Dungeons & Dragons: Shadowheart's Devotion Foil $39.99 $69.25 The store, by $29.26
Dungeons & Dragons: Shadowheart's Devotion Non-foil $29.99 $68.16 The store, by $38.17
Dungeons & Dragons: Shadows Over Baldur's Gate Foil $39.99 $56.20 The store, by $16.21
Dungeons & Dragons: Shadows Over Baldur's Gate Non-foil $29.99 $54.53 The store, by $24.54
Dungeons & Dragons: Strahd's Descent Foil $39.99 $55.27 The store, by $15.28
Dungeons & Dragons: Strahd's Descent Non-foil $29.99 $57.13 The store, by $27.14
Dungeons & Dragons: Whispers in Candlekeep Foil $39.99 $78.84 The store, by $38.85
Dungeons & Dragons: Whispers in Candlekeep Non-foil $29.99 $79.91 The store, by $49.92
Dungeons & Dragons: An Exhibition of Adventure Foil Price when it launched: $39.99, from a saved copy of the Secret Lair store page (Wayback Machine). 6 of 7 cards priced Not enough prices yet
Dungeons & Dragons: An Exhibition of Adventure Non-foil Price when it launched: $29.99, from the community Magic wiki (mtg.wiki). $109.47 The store, by $79.48
Dungeons & Dragons: Astarion's Thirst Foil Price when it launched: $39.99, from the community Magic wiki (mtg.wiki). $94.87 The store, by $54.88
Dungeons & Dragons: Astarion's Thirst Non-foil Price when it launched: $29.99, from the community Magic wiki (mtg.wiki). $155.39 The store, by $125.40
Dungeons & Dragons: Death is in the Eyes of the Beholder I Foil Price when it launched: $39.99, from a saved copy of the Secret Lair store page (Wayback Machine). $43.60 The store, by $3.61
Dungeons & Dragons: Death is in the Eyes of the Beholder I Non-foil Price when it launched: $29.99, from a saved copy of the Secret Lair store page (Wayback Machine). $43.82 The store, by $13.83
Dungeons & Dragons: Death is in the Eyes of the Beholder II Foil Price when it launched: $39.99, from a saved copy of the Secret Lair store page (Wayback Machine). $56.14 The store, by $16.15
Dungeons & Dragons: Death is in the Eyes of the Beholder II Non-foil Price when it launched: $29.99, from a saved copy of the Secret Lair store page (Wayback Machine). $51.78 The store, by $21.79
Dungeons & Dragons: Karlach's Rage Foil Price when it launched: $39.99, from a saved copy of the Secret Lair store page (Wayback Machine). $79.39 The store, by $39.40
Dungeons & Dragons: Karlach's Rage Non-foil Price when it launched: $29.99, from a saved copy of the Secret Lair store page (Wayback Machine). $116.23 The store, by $86.24
Dungeons & Dragons: Honor Among Thieves Foil Price when it launched: $64.99, from the community Magic wiki (mtg.wiki). $88.80 The store, by $23.81
Dungeons & Dragons: Honor Among Thieves Non-foil Price when it launched: $39.99, from a saved copy of the Secret Lair store page (Wayback Machine). $77.88 The store, by $37.89

When It Was on Sale

What the Secret Lair store listed for each version, and when it sold out.

DropVersionPriceStatusOn SaleSold Out
Dungeons & Dragons: Black Lights & Dark Dungeons Foil $39.99 Sold out
Dungeons & Dragons: Black Lights & Dark Dungeons Non-foil $29.99 Sold out
Dungeons & Dragons: Gale's Ambition Foil $39.99 Sold out
Dungeons & Dragons: Gale's Ambition Non-foil $29.99 Sold out
Dungeons & Dragons: Lands of the Forgotten Realms Foil $39.99 Sold out
Dungeons & Dragons: Lands of the Forgotten Realms Non-foil $29.99 Sold out
Dungeons & Dragons: Shadowheart's Devotion Foil $39.99 Sold out
Dungeons & Dragons: Shadowheart's Devotion Non-foil $29.99 Sold out
Dungeons & Dragons: Shadows Over Baldur's Gate Foil $39.99 Sold out
Dungeons & Dragons: Shadows Over Baldur's Gate Non-foil $29.99 Sold out
Dungeons & Dragons: Strahd's Descent Foil $39.99 Sold out
Dungeons & Dragons: Strahd's Descent Non-foil $29.99 Sold out
Dungeons & Dragons: Whispers in Candlekeep Foil $39.99 Sold out
Dungeons & Dragons: Whispers in Candlekeep Non-foil $29.99 Sold out

Ready-made Decks From the Same World

Wizards also sells a (a ready-made Commander deck) for this franchise. Here they are, along with any cards from this page that each one also holds.PreconShort for preconstructed deck: a ready-to-play deck sold in a box by Wizards of the Coast. A Commander precon comes with its commander and all 100 cards, so you can play it straight away and change cards later.Open the full glossary

49 cards on this page are in none of these decks.

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

207 rulings for 47 cards

Acererak the Archlich

Wizards of the Coast 23 Jul 2021

Acererak the Archlich has an intervening if clause in its first triggered ability. If you have completed Tomb of Annihilation, the ability won't trigger at all. If it does trigger, but you somehow complete Tomb of Annihilation while the ability is on the stack, then the ability won't do anything. You won't return Acererak to its owner's hand and you won't venture into the dungeon.

Wizards of the Coast 23 Jul 2021

In a multiplayer game, each opponent decides in turn order whether or not they will sacrifice a creature and which one they will sacrifice. Each opponent knows the choices made before they make their own choice. Then, once all opponents have chosen, creatures are sacrificed and tokens are created simultaneously.

Wizards of the Coast 23 Jul 2021

If Acererak is no longer on the battlefield as its first ability resolves and you haven't completed Tomb of Annihilation, you will still venture into the dungeon.

Anguished Unmaking

Wizards of the Coast 12 Apr 2024

If the target nonland permanent is an illegal target as Anguished Unmaking tries to resolve, it won't resolve and none of its effects will happen. You won't lose 3 life.

Arcane Denial

Wizards of the Coast 16 Sep 2007

The controller of the countered spell doesn't choose how many cards to draw until the relevant ability resolves. The player may draw 0, 1, or 2 cards. They choose the number before drawing any cards.

Archmage's Charm

Wizards of the Coast 12 Apr 2024

The mana value of a token that isn't a copy of another object is 0. A token that is a copy of another object has the same mana cost as that object.

Wizards of the Coast 14 Jun 2019

If a creature on the battlefield has {X} in its mana cost, X is considered to be 0.

Astarion, the Decadent

Wizards of the Coast 10 Jun 2022

Use the creature's power as it last existed on the battlefield to determine the value of X.

Beseech the Queen

Wizards of the Coast 1 May 2008

A card with monocolored hybrid mana symbols in its mana cost has a mana value equal to the highest possible cost it could be cast for. Its mana value never changes. Thus, Beseech the Queen has a mana value of 6, even if you spend {B}{B}{B} to cast it.

Wizards of the Coast 1 May 2008

A card with a monocolored hybrid mana symbol in its mana cost is each of the colors that appears in its mana cost, regardless of what mana was spent to cast it. Thus, Beseech the Queen is black even if you spend six red mana to cast it.

Wizards of the Coast 1 May 2008

If a cost includes more than one monocolored hybrid mana symbol, you can choose a different way to pay for each symbol. For example, you can pay for Beseech the Queen by spending {B}{B}{B}, {2}{B}{B}, {4}{B}, or {6}.

Wizards of the Coast 1 May 2008

If an effect reduces the cost to cast a spell by an amount of generic mana, it applies to a monocolored hybrid spell only if you’ve chosen a method of paying for it that includes generic mana.

Black Market

Wizards of the Coast 4 Oct 2004

Getting the mana is not optional.

Blood Money

Wizards of the Coast 10 Jun 2022

If a creature isn't destroyed this way for some reason, such as having indestructible or being regenerated, Blood Money's controller will not create a Treasure token for it.

Bloodletter of Aclazotz

Wizards of the Coast 10 Nov 2023

Bloodletter of Aclazotz's last ability doesn't change the amount of damage dealt to opponents. For example, if a 1/1 creature with lifelink deals combat damage to an opponent on your turn, they would lose 2 life, but you'd still gain only 1 life.

Brainstorm

Wizards of the Coast 16 Mar 2018

You draw three cards and put two cards back all while Brainstorm is resolving. Nothing can happen between the two, and no player may choose to take actions.

Bribery

Wizards of the Coast 4 Oct 2004

You put the creature onto the battlefield, so you control it and any "enters" abilities it has.

Wizards of the Coast 4 Oct 2004

Because the "search" requires you to find a card with certain characteristics, you don't have to find the card if you don't want to.

City on Fire

Wizards of the Coast 12 Jan 2024

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.

Wizards of the Coast 12 Jan 2024

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.

Wizards of the Coast 12 Jan 2024

Tapping an untapped creature that's attacking or blocking to convoke a spell won't cause that creature to stop attacking or blocking.

Wizards of the Coast 12 Jan 2024

Tapping a multicolored creature using convoke will pay for {1} or one mana of your choice of any of that creature's colors.

Wizards of the Coast 12 Jan 2024

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.

Wizards of the Coast 12 Jan 2024

Because convoke isn't an alternative cost, it can be used in conjunction with alternative costs.

Wizards of the Coast 14 Apr 2023

If you control two Cities on Fire, damage dealt by sources you control will be multiplied by 9. If you control three, it will be multiplied by 27, and so on.

Wizards of the Coast 14 Apr 2023

If an effect such as that of Chandra's Pyrohelix asks you to divide damage among targets, you must divide the unmodified damage before tripling it.

Wizards of the Coast 14 Apr 2023

While you control City on Fire, if a creature you control with trample would deal combat damage to a blocking creature, you must assign its unmodified damage. For example, a 3/3 creature with trample blocked by a 2/2 creature can have 1 damage assigned to the defending player. It will then deal 6 damage to the blocking creature (2 tripled) and 3 to the defending player (1 tripled).

Delay

Wizards of the Coast 2 Feb 2024

The mana value of a spell cast without paying its mana cost is determined by its mana cost, even though that cost wasn't paid.

Wizards of the Coast 2 Feb 2024

Cards exiled with suspend are exiled face up.

Wizards of the Coast 2 Feb 2024

Exiling a card with suspend isn't casting that card. This action doesn't use the stack and can't be responded to.

Wizards of the Coast 2 Feb 2024

If the spell requires any targets, those targets are chosen when the spell is finally cast, not when it's exiled.

Wizards of the Coast 2 Feb 2024

If you cast a card "without paying its mana cost," such as with suspend, you can't choose to cast it for any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, you must pay those if you want to cast the card.

Wizards of the Coast 2 Feb 2024

If the first triggered ability of suspend (the one that removes time counters) is countered, no time counter is removed. The ability will trigger again at the beginning of the card's owner's next upkeep.

Wizards of the Coast 2 Feb 2024

If the second triggered ability is countered, the card can't be cast. It remains exiled with no time counters on it, and it's no longer suspended.

Wizards of the Coast 2 Feb 2024

When the last time counter is removed, the second triggered ability of suspend (the one that lets you cast the card) triggers. It doesn't matter why the last time counter was removed or what effect removed it.

Wizards of the Coast 2 Feb 2024

Due to a recent rules change to suspend, you are no longer required to cast the suspended card as the second triggered ability of suspend resolves. Instead, as the second triggered ability resolves, you may cast the card. Timing permissions based on the card's type are ignored. If you don't cast the card, it remains exiled with no time counters on it, and it's no longer suspended.

Wizards of the Coast 2 Feb 2024

Suspend is a keyword that represents three abilities. The first is a static ability that allows you to exile the card from your hand with the specified number of time counters (the number before the dash) on it by paying its suspend cost (listed after the dash). The second is a triggered ability that removes a time counter from the suspended card at the beginning of each of your upkeeps. The third is a triggered ability that gives you the option to cast the card when the last time counter is removed.

Wizards of the Coast 2 Feb 2024

If the card has {X} in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.

Wizards of the Coast 2 Feb 2024

If an effect refers to a "suspended card," that means a card that (1) has suspend, (2) is in exile, and (3) has one or more time counters on it.

Wizards of the Coast 2 Feb 2024

You can exile a card in your hand using suspend any time you could cast that card. Consider its card type, any effects that modify when you could cast it (such as flash) and any other effects that stop you from casting it (such as from Meddling Mage's ability) to determine if and when you can do this. Whether you could actually complete all steps in casting the card is irrelevant. For example, you can exile a card with suspend that has no mana cost or that requires a target even if no legal targets are available at that time.

Wizards of the Coast 19 Mar 2021

If the target spell was cast with flashback, Delay's effect will exile it, not the flashback effect. The card will get time counters and gain suspend (if it didn't already have suspend).

Wizards of the Coast 19 Mar 2021

When the last time counter is removed from the exiled card, it's cast as a completely new spell. Modes and targets are chosen again. If the spell has any mandatory additional costs, they must be paid again. If they can't be, the spell can't be cast and stays exiled.

Wizards of the Coast 19 Mar 2021

If the target spell is face down, it'll be exiled face up. It can't be cast face down when casting it without paying its mana cost.

Displacer Kitten

Wizards of the Coast 10 Jun 2022

When the card returns to the battlefield, it will be a new object with no connection to the card that was exiled. Auras attached to the exiled creature will be put into their owners' graveyards. Any Equipment will become unattached and remain on the battlefield. Any counters on the exiled permanent will cease to exist.

Wizards of the Coast 10 Jun 2022

If a token is exiled this way, it will cease to exist and won't return to the battlefield.

Dragonborn Champion

Wizards of the Coast 23 Jul 2021

Dragonborn Champion's last ability only triggers if 5 or more damage is dealt by the same source at the same time. If a source deals 3 damage to a player and then later deals 2 more damage to the same player, this will not cause the ability to trigger.

Drown in the Loch

Wizards of the Coast 4 Oct 2019

For spells with {X} in their mana costs, use the value chosen for X to determine the spell's mana value.

Wizards of the Coast 4 Oct 2019

If a creature on the battlefield has {X} in its mana cost, X is considered to be 0.

Exquisite Blood

Wizards of the Coast 1 May 2012

Damage dealt to an opponent usually causes that opponent to lose life. An opponent paying life also causes loss of life.

Wizards of the Coast 1 May 2012

If you and an opponent both lose life simultaneously, and this causes your life total to become 0 or less, you'll lose the game before Exquisite Blood's triggered ability can resolve.

Faithless Looting

Wizards of the Coast 6 Jun 2025

A spell cast using flashback will always be exiled afterward, whether it resolves, is countered, or leaves the stack in some other way.

Wizards of the Coast 6 Jun 2025

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.

Wizards of the Coast 6 Jun 2025

"Flashback [cost]" means "You may cast this card from your graveyard if the resulting spell is an instant or sorcery spell 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."

Wizards of the Coast 6 Jun 2025

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.

Wizards of the Coast 6 Jun 2025

You can cast a spell using flashback even if it was somehow put into your graveyard without having been cast.

Wizards of the Coast 6 Jun 2025

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.

Wizards of the Coast 8 Jun 2016

You draw two cards and discard two cards all while Faithless Looting is resolving. Nothing can happen between the two, and no player may choose to take actions.

Fell the Mighty

Wizards of the Coast 7 Nov 2014

Fell the Mighty won't destroy the target creature.

Wizards of the Coast 7 Nov 2014

Use the power of the target creature as Fell the Mighty resolves to determine which creatures are destroyed. Fell the Mighty doesn't target any of those creatures, so a creature with hexproof or protection from white will be destroyed if its power is high enough.

Wizards of the Coast 7 Nov 2014

If the target creature is an illegal target when Fell the Mighty tries to resolve, Fell the Mighty won't resolve and none of its effects will happen. No creatures will be destroyed.

Fire Covenant

Wizards of the Coast 16 Sep 2007

You divide the damage as you cast the spell. You can't redistribute the damage if any of the target creatures becomes illegal before the spell resolves.

Wizards of the Coast 16 Sep 2007

If X is 0, the number of targets must also be 0.

Wizards of the Coast 16 Sep 2007

You must distribute at least 1 damage to each target.

Fling

Wizards of the Coast 12 Apr 2024

Use the sacrificed creature's power as it last existed on the battlefield to determine how much damage Fling deals.

Wizards of the Coast 4 Oct 2019

Players can only respond once this spell has been cast and all its costs have been paid. No one can try to interfere with the creature you sacrificed to prevent you from casting this spell.

Wizards of the Coast 4 Oct 2019

You must sacrifice exactly one creature to cast this spell; you can't cast it without sacrificing a creature, and you can't sacrifice additional creatures.

Gale, Waterdeep Prodigy

Wizards of the Coast 10 Jun 2022

You can choose two commanders that are the same color or colors.

Wizards of the Coast 10 Jun 2022

If a card refers to a commander creature you own, a Background won't usually be counted or included for that effect. If another spell or ability causes your Background to become a creature, however, it will be included. Any effect that refers to your commander or a commander you own or control without specifying creature will apply to a Background that is your commander, as appropriate.

Wizards of the Coast 10 Jun 2022

Choose a Background is a variant of the partner ability. You may have two commanders if one of them is a legendary creature with the choose a background ability and the other is a legendary Background enchantment. Backgrounds and cards with choose a Background do not interact with cards which have any other partner ability.

Wizards of the Coast 10 Jun 2022

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.

Wizards of the Coast 10 Jun 2022

If you control a Background that grants an ability to commander creatures you own, and you own more than one commander creature, each of them will have that ability.

Wizards of the Coast 10 Jun 2022

An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.

Wizards of the Coast 10 Jun 2022

If your commander loses the choose a Background ability or stops being a Background during the game, as appropriate, it is still your commander.

Wizards of the Coast 10 Jun 2022

If your Commander deck has two commanders, you can include only cards whose own color identities are also found in your commanders’ combined color identities.

Wizards of the Coast 10 Jun 2022

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 combat damage from any one of them, not from both of them combined (although your Background won’t usually be a creature anyway).

Wizards of the Coast 10 Jun 2022

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.

Goldspan Dragon

Wizards of the Coast 5 Feb 2021

If a spell targets Goldspan Dragon more than once, the triggered ability will trigger only once.

Wizards of the Coast 5 Feb 2021

An ability that triggers when a creature becomes the target of a spell resolves before the spell that caused it to trigger. Such an ability resolves even if that spell is countered.

Wizards of the Coast 5 Feb 2021

Players can cast spells and activate abilities after the triggered ability resolves but before the spell that caused it to trigger does.

Karlach, Fury of Avernus

Wizards of the Coast 10 Jun 2022

You can choose two commanders that are the same color or colors.

Wizards of the Coast 10 Jun 2022

If a card refers to a commander creature you own, a Background won't usually be counted or included for that effect. If another spell or ability causes your Background to become a creature, however, it will be included. Any effect that refers to your commander or a commander you own or control without specifying creature will apply to a Background that is your commander, as appropriate.

Wizards of the Coast 10 Jun 2022

Choose a Background is a variant of the partner ability. You may have two commanders if one of them is a legendary creature with the choose a background ability and the other is a legendary Background enchantment. Backgrounds and cards with choose a Background do not interact with cards which have any other partner ability.

Wizards of the Coast 10 Jun 2022

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.

Wizards of the Coast 10 Jun 2022

If you control a Background that grants an ability to commander creatures you own, and you own more than one commander creature, each of them will have that ability.

Wizards of the Coast 10 Jun 2022

An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.

Wizards of the Coast 10 Jun 2022

Notably, the triggered ability of Karlach doesn't give you any additional main phases. This means that you will move directly from the end of combat step of one combat phase to the beginning of combat step of the next one.

Wizards of the Coast 10 Jun 2022

If your commander loses the choose a Background ability or stops being a Background during the game, as appropriate, it is still your commander.

Wizards of the Coast 10 Jun 2022

If your Commander deck has two commanders, you can include only cards whose own color identities are also found in your commanders’ combined color identities.

Wizards of the Coast 10 Jun 2022

Karlach doesn't have to be among the attacking creatures.

Wizards of the Coast 10 Jun 2022

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 combat damage from any one of them, not from both of them combined (although your Background won’t usually be a creature anyway).

Wizards of the Coast 10 Jun 2022

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.

Klauth, Unrivaled Ancient

Wizards of the Coast 23 Jul 2021

Despite that fact that it can produce mana as it resolves, Klauth's triggered ability is not a mana ability because its trigger condition wasn't the activation or resolution of an activated mana ability. This means that it uses the stack and can be responded to. Notably, players can respond by destroying attacking creatures to reduce the amount of mana produced.

Miirym, Sentinel Wyrm

Wizards of the Coast 10 Jun 2022

Miirym, Sentinel Wyrm's triggered ability copies the printed values of the Dragon that entered the battlefield. It won't copy any counters on that creature or any effects that have changed its power, toughness, types, color, and so on.

Wizards of the Coast 10 Jun 2022

If the Dragon that entered the battlefield is copying something else as the triggered ability resolves, the token will be a copy of whatever that creature is a copy of.

Monster Manual // Zoological Study

Wizards of the Coast 10 Jun 2022

Casting a card as an Adventure isn’t casting it for an alternative cost. Effects that allow you to cast a spell for an alternative cost or without paying its mana cost may allow you to apply those to the Adventure.

Wizards of the Coast 10 Jun 2022

If a spell is cast as an Adventure, its controller exiles it instead of putting it into its owner’s graveyard as it resolves. For as long as it remains exiled, that player may cast it as a permanent spell. If an Adventure spell leaves the stack in any way other than resolving (most likely by being countered or by failing to resolve because its targets have all become illegal), that card won’t be exiled and the spell’s controller won’t be able to cast it as a permanent later.

Wizards of the Coast 10 Jun 2022

You must still follow any relevant timing rules for the permanent spell you cast from exile. Normally, you’ll be able to cast it only during your main phase while the stack is empty.

Wizards of the Coast 10 Jun 2022

When casting a spell as an Adventure, use the alternative characteristics and ignore all of the card’s normal characteristics. The spell’s color, mana cost, mana value, and so on are determined by only those alternative characteristics. If the spell leaves the stack, it immediately resumes using its normal characteristics.

Wizards of the Coast 10 Jun 2022

An adventurer card is a permanent card in every zone except the stack, as well as while on the stack if not cast as an Adventure. Ignore its alternative characteristics in those cases. For example, while it’s in your graveyard, Altar of Bhaal is an artifact card whose mana value is 2.

Wizards of the Coast 10 Jun 2022

If an effect instructs you to choose a card name, you may choose the alternative Adventure name. Consider only the alternative characteristics to determine whether that is an appropriate name to choose.

Wizards of the Coast 10 Jun 2022

If an object becomes a copy of an object that has an Adventure, the copy also has an Adventure. If it changes zones, it will either cease to exist (if it’s a token) or cease to be a copy (if it’s a nontoken permanent), and so you won’t be able to cast it as an Adventure.

Wizards of the Coast 10 Jun 2022

If an effect copies an Adventure spell, that copy is exiled as it resolves. It ceases to exist as a state-based action; it’s not possible to cast the copy from exile.

Wizards of the Coast 10 Jun 2022

If an adventurer card ends up in exile for any other reason than by exiling itself while resolving, it won’t give you permission to cast it as a permanent spell.

Wizards of the Coast 10 Jun 2022

An effect may refer to a card, spell, or permanent that “has an Adventure.” This refers to a card, spell, or permanent that has an adventurer card’s set of alternative characteristics, even if they’re not being used and even if that card was never cast as an Adventure.

Wizards of the Coast 10 Jun 2022

If you cast an adventurer card as an Adventure, use only its alternative characteristics to determine whether it’s legal to cast that spell.

Mortify

Wizards of the Coast 1 Feb 2006

This spell isn't modal. When it resolves, it will destroy the target if it's a creature or an enchantment, even if it changed from one to the other between targeting and resolution.

Oubliette

Wizards of the Coast 7 Aug 2020

Each Aura and Equipment attached to a permanent that's phasing out also phases out. They will phase in with that permanent and still be attached to it. Similarly, permanents that phase out with counters phase in with those counters.

Wizards of the Coast 7 Aug 2020

Abilities that trigger when a creature becomes tapped won't trigger when the creature phases in tapped.

Wizards of the Coast 7 Aug 2020

Any one-shot effects that are waiting “until [this] leaves the battlefield,” such as that of Kitesail Freebooter, won't happen when a permanent phases out.

Wizards of the Coast 7 Aug 2020

Any continuous effects with a “for as long as” duration such as that of Awakener Druid ignore phased-out objects. Any such effects will expire if their conditions are no longer met after ignoring the phased-out objects.

Wizards of the Coast 7 Aug 2020

Choices made for permanents as they entered the battlefield are remembered when they phase in.

Wizards of the Coast 7 Aug 2020

A creature phased out by Oubliette doesn't phase in during its controller's untap step as normal. Rather, it phases in immediately after Oubliette leaves the battlefield.

Wizards of the Coast 7 Aug 2020

If Oubliette leaves the battlefield before its triggered ability resolves, the target creature won't be phased out or tapped.

Wizards of the Coast 7 Aug 2020

While a permanent is phased out, it's treated as though it doesn't exist. It can't be the target of spells or abilities, its static abilities have no effect on the game, its triggered abilities can't trigger, it can't attack or block, and so on.

Wizards of the Coast 7 Aug 2020

Phasing out doesn't cause any “leaves the battlefield” abilities to trigger. Similarly, phasing in won't cause any “enters the battlefield” abilities to trigger.

Personal Tutor

Wizards of the Coast 4 Oct 2004

Because the “search” requires you to find a card with certain characteristics, you don’t have to find the card if you don’t want to.

Ponder

Wizards of the Coast 19 Mar 2021

If you choose to shuffle your library, that includes the three cards you just looked at and put back on top of it.

Prosper, Tome-Bound

Wizards of the Coast 23 Jul 2021

The Pact Boon ability triggers whenever you play any cards from exile, not just those exiled with the Mystic Arcanum ability.

Wizards of the Coast 23 Jul 2021

You must still pay all costs and follow all timing rules for cards played with the Mystic Arcanum ability.

Reality Shift

Wizards of the Coast 24 Nov 2014

Unlike a face-down creature that was cast using the morph ability, a manifested creature may still be turned face up after it loses its abilities if it's a creature card.

Wizards of the Coast 24 Nov 2014

A permanent that turns face up or face down changes characteristics but is otherwise the same permanent. Spells and abilities that were targeting that permanent, as well as Auras and Equipment that were attached to the permanent, aren't affected.

Wizards of the Coast 24 Nov 2014

Because the permanent is on the battlefield both before and after it's turned face up, turning a permanent face up doesn't cause any enters-the-battlefield abilities to trigger.

Wizards of the Coast 24 Nov 2014

You must ensure that your face-down spells and permanents can easily be differentiated from each other. You're not allowed to mix up the cards that represent them on the battlefield in order to confuse other players. The order they entered the battlefield should remain clear. Common methods for indicating this include using markers or dice, or simply placing them in order on the battlefield. You must also track how each became face down (manifested, cast face down using the morph ability, and so on).

Wizards of the Coast 24 Nov 2014

If a double-faced card is manifested, it will be put onto the battlefield face down. While face down, it can't transform. If the front face of the card is a creature card, you can turn it face up by paying its mana cost. If you do, its front face will be up.

Wizards of the Coast 24 Nov 2014

At any time, you can look at a face-down permanent you control. You can't look at face-down permanents you don't control unless an effect allows you to or instructs you to.

Wizards of the Coast 24 Nov 2014

The face-down permanent is a 2/2 creature with no name, mana cost, creature types, or abilities. It's colorless and has a mana value of 0. Other effects that apply to the permanent can still grant or change any of these characteristics.

Wizards of the Coast 24 Nov 2014

There are no cards in the Fate Reforged set that would turn a face-down instant or sorcery card on the battlefield face up, but some older cards can try to do this. If something tries to turn a face-down instant or sorcery card on the battlefield face up, reveal that card to show all players it's an instant or sorcery card. The permanent remains on the battlefield face down. Abilities that trigger when a permanent turns face up won't trigger, because even though you revealed the card, it never turned face up.

Wizards of the Coast 24 Nov 2014

Any time you have priority, you may turn a manifested creature face up by revealing that it's a creature card (ignoring any copy effects or type-changing effects that might be applying to it) and paying its mana cost. This is a special action. It doesn't use the stack and can't be responded to.

Wizards of the Coast 24 Nov 2014

If a face-down permanent you control leaves the battlefield, you must reveal it. You must also reveal all face-down spells and permanents you control if you leave the game or if the game ends.

Wizards of the Coast 24 Nov 2014

If a manifested creature would have morph if it were face up, you may also turn it face up by paying its morph cost.

Wizards of the Coast 24 Nov 2014

Because face-down creatures don't have names, they can't have the same name as any other creature, even another face-down creature.

Wizards of the Coast 24 Nov 2014

Turning a permanent face up or face down doesn't change whether that permanent is tapped or untapped.

Sanguine Bond

Wizards of the Coast 12 Apr 2024

In a Two-Headed Giant game, life gained by your teammate won't cause Sanguine Bond's ability to trigger, even though it caused your team's life total to increase.

Wizards of the Coast 1 Sep 2023

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, Sanguine Bond's ability will trigger twice and you may choose a different opponent for each trigger. 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.

Wizards of the Coast 19 Mar 2021

If you gain an amount of life "for each" of something, that life is gained as one event and Sanguine Bond's ability triggers only once.

Wizards of the Coast 19 Mar 2021

If an ability triggers whenever an opponent loses life and causes you to gain life, such as the ability of Exquisite Blood, this will loop until either you win the game or a player takes an action to break the loop. If neither of these happen, the game ends in a draw.

Wizards of the Coast 1 Oct 2009

Sanguine Bond's ability triggers just once for each life-gaining event, whether it's 1 life from Soul Warden or 8 life from Tendrils of Corruption.

Seasoned Dungeoneer

Wizards of the Coast 10 Jun 2022

Similarly, when instructed to venture into Undercity, you can’t start a dungeon that isn’t Undercity.

Wizards of the Coast 10 Jun 2022

If the player with the initiative leaves the game, the active player takes the initiative at the same time that player leaves the game. If the active player is leaving the game or if there is no active player, the next player in turn order takes the initiative.

Wizards of the Coast 10 Jun 2022

The initiative is a designation a player can have. A player with the initiative designation is said to “have the initiative.” The initiative carries two inherent rules. First, whenever a player takes the initiative, and at the beginning of the upkeep of the player with the initiative, that player ventures into Undercity. Second, whenever one or more creatures a player controls deal combat damage to the player who has the initiative, the first player takes the initiative. Also, some abilities will refer to having the initiative and provide other benefits.

Wizards of the Coast 10 Jun 2022

If you’re already in a dungeon when instructed to venture into Undercity, you move to the next room of that dungeon. If you are already in the last room, you will complete that dungeon and start Undercity. This is true whether you’re already in Undercity or any other dungeon.

Wizards of the Coast 10 Jun 2022

You cannot venture into Undercity unless instructed to do so, either because you have the initiative at the beginning of your upkeep or because you take the initiative. Notably, if you aren’t in a dungeon and an effect instructs you to venture into the dungeon (not venture into Undercity), you can’t start Undercity.

Wizards of the Coast 10 Jun 2022

If you aren’t in a dungeon when instructed to venture into Undercity, you will put Undercity into the command zone and move your venture marker to Secret Entrance (the first room).

Wizards of the Coast 10 Jun 2022

A player who currently has the initiative may take the initiative again. This causes that player to venture into Undercity again, but does not cause them to have multiple initiative designations.

Wizards of the Coast 10 Jun 2022

In a Two-Headed Giant game, if both players on a team deal combat damage to the player that has the initiative at the same time, the player with the initiative will choose the order of the triggered abilities. Then, as those abilities resolve, one team member takes the initiative (and ventures into Undercity) and then the other team member does the same. The last player to take the initiative keeps it until the initiative changes again.

Wizards of the Coast 10 Jun 2022

There is no initiative in a game until an effect instructs a player to take the initiative. Once a player is instructed to do this, they have the initiative until another player takes the initiative.

Wizards of the Coast 10 Jun 2022

Only one player can have the initiative at a time. As one player takes the initiative, any other player that had the initiative ceases to have it.

Sefris of the Hidden Ways

Wizards of the Coast 24 Sep 2021

Sefris of the Hidden Ways must be on the battlefield for its first ability to trigger. It does not trigger when Sefris goes to the graveyard from the battlefield, even if other creature cards also went to the graveyard at the same time.

Wizards of the Coast 23 Jul 2021

You can only move forward (well, downward) in a dungeon, never backwards or sideways.

Wizards of the Coast 23 Jul 2021

To venture into the dungeon, a player moves their venture marker into the next room of the dungeon they are currently in. If they aren't currently in a dungeon, that player instead chooses a dungeon card from outside the game, puts it into the command zone, and moves their venture marker onto the first room.

Wizards of the Coast 23 Jul 2021

A player may only have one dungeon in the command zone at a time.

Wizards of the Coast 23 Jul 2021

Dungeon cards are not part of a player's deck or sideboard. In both constructed and limited formats, players can use any dungeon card when they venture into the dungeon.

Wizards of the Coast 23 Jul 2021

Dungeons are removed from the game as a state-based action.

Wizards of the Coast 23 Jul 2021

If you somehow venture into the dungeon while a room's ability is on the stack, you will continue on in the dungeon. If you're already in the last room, complete that dungeon and start a new one.

Wizards of the Coast 23 Jul 2021

Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.

Wizards of the Coast 23 Jul 2021

Sefris of the Hidden Ways' first ability looks only at the type the card has in the graveyard, not the type it had in any other zone. For example, animated lands dying won't cause the ability to trigger. The opposite is also true. For example, if a creature that was cast as an Adventure is countered, it's a creature card in the graveyard and the first ability will trigger.

Wizards of the Coast 23 Jul 2021

Choosing the dungeon or room to venture into is part of resolving the venture into the dungeon keyword action. Once that choice is made, players may not respond until after the appropriate room ability has triggered.

Wizards of the Coast 23 Jul 2021

The player venturing into the dungeon chooses which dungeon they will venture into. They may choose a dungeon that they have already completed this game.

Wizards of the Coast 23 Jul 2021

Moving into a dungeon room will cause its room ability to trigger.

Shadowheart, Dark Justiciar

Wizards of the Coast 10 Jun 2022

You can choose two commanders that are the same color or colors.

Wizards of the Coast 10 Jun 2022

If a card refers to a commander creature you own, a Background won't usually be counted or included for that effect. If another spell or ability causes your Background to become a creature, however, it will be included. Any effect that refers to your commander or a commander you own or control without specifying creature will apply to a Background that is your commander, as appropriate.

Wizards of the Coast 10 Jun 2022

Choose a Background is a variant of the partner ability. You may have two commanders if one of them is a legendary creature with the choose a background ability and the other is a legendary Background enchantment. Backgrounds and cards with choose a Background do not interact with cards which have any other partner ability.

Wizards of the Coast 10 Jun 2022

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.

Wizards of the Coast 10 Jun 2022

If you control a Background that grants an ability to commander creatures you own, and you own more than one commander creature, each of them will have that ability.

Wizards of the Coast 10 Jun 2022

An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.

Wizards of the Coast 10 Jun 2022

If your commander loses the choose a Background ability or stops being a Background during the game, as appropriate, it is still your commander.

Wizards of the Coast 10 Jun 2022

If your Commander deck has two commanders, you can include only cards whose own color identities are also found in your commanders’ combined color identities.

Wizards of the Coast 10 Jun 2022

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 combat damage from any one of them, not from both of them combined (although your Background won’t usually be a creature anyway).

Wizards of the Coast 10 Jun 2022

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.

Stifle

Wizards of the Coast 4 Oct 2004

It can target delayed triggered abilities. For example, a card that says "Whenever a player cycles a card, you may exile target creature. If you do, return that creature to the battlefield at the beginning of the end step." triggers when a player cycles a card and creates a delayed trigger that happens at the beginning of the end step. You can choose to target the "at the beginning of the end step" trigger when it is placed on the stack at end of turn.

Wizards of the Coast 4 Oct 2004

Turn-based actions and special actions like the normal card draw, combat damage, or turning a face-down creature face up can't be targeted.

Wizards of the Coast 4 Oct 2004

An activated ability has a "Cost: Effect" format. Look for the colon. A triggered ability starts with "when", "whenever", or "at".

Stranglehold

Wizards of the Coast 22 Sep 2011

If an effect says “You may search your library . . . If you do, shuffle your library” or “You may search your library . . . then shuffle your library,” your opponents can’t choose to search, so they won’t shuffle.

Wizards of the Coast 22 Sep 2011

Effects that instruct your opponents to reveal or look at cards from the top of their libraries will still work. Only effects that use the word “search” are affected.

Wizards of the Coast 22 Sep 2011

If an opponent’s extra turn is created while Stranglehold is on the battlefield, but Stranglehold leaves the battlefield before that turn would begin, that opponent takes the extra turn as normal.

Wizards of the Coast 22 Sep 2011

An “extra turn” means a turn created by a spell or ability. It doesn’t refer to a turn taken in a sanctioned tournament after the time limit for the round has expired.

Wizards of the Coast 22 Sep 2011

If an effect says “Search your library . . . then shuffle your library,” your opponents shuffle their libraries even though they can’t search.

Strefan, Maurer Progenitor

Wizards of the Coast 19 Nov 2021

Strefan's first triggered ability counts the number of players that lost any amount of life, even if they also gained that much or more life this turn.

Thrill of Possibility

Wizards of the Coast 4 Feb 2023

You must discard exactly one card to cast Thrill of Possibility; you can't cast it without discarding a card, and you can't discard additional cards.

Tortured Existence

Wizards of the Coast 4 Oct 2004

You can’t return the same card you are discarding. This is because you pick the target before paying the costs.

Victimize

Wizards of the Coast 10 Nov 2020

You must choose two targets. You can't cast Victimize targeting only one creature card.

Wizards of the Coast 10 Nov 2020

The creature you sacrifice isn't chosen until Victimize resolves. You can't return the creature you sacrifice because it will still be on the battlefield at the time targets are chosen.

Wizards of the Coast 10 Nov 2020

As Victimize resolves, you must sacrifice a creature if able. You can't change your mind and choose not to sacrifice anything.

Wizards of the Coast 10 Nov 2020

If one of the targeted creature cards is an illegal target (for instance, because it has left your graveyard before Victimize resolves), you'll still sacrifice a creature and put the other card onto the battlefield. If both are illegal targets, Victimize won't resolve. You won't sacrifice a creature.

Voldaren Estate

Wizards of the Coast 24 Jan 2025

Some triggered abilities trigger "whenever you sacrifice a Blood token." These abilities trigger regardless of why you sacrificed that Blood token.

Wizards of the Coast 24 Jan 2025

You can't sacrifice a Blood token to pay multiple costs.

Wizards of the Coast 24 Jan 2025

If an effect refers to a Blood token, it means any artifact token with the subtype Blood, even if it has gained other subtypes.

Wizards of the Coast 19 Nov 2021

A Vampire spell is a spell with the creature type Vampire on its type line, regardless of whether the word "Vampire" is in its name.

Wild-Magic Sorcerer

Wizards of the Coast 23 Jul 2021

Due to a recent rules change to cascade, not only do you stop exiling cards if you exile a nonland card with lesser mana value than the spell with cascade, but the resulting spell you cast must also have lesser mana value. Previously, in cases where a card's mana value differed from the resulting spell, such as with some modal double-faced cards or cards with an Adventure, you could cast a spell with a higher mana value than the exiled card.

Wizards of the Coast 23 Jul 2021

If a spell with cascade is countered, the cascade ability will still resolve normally.

Wizards of the Coast 23 Jul 2021

When the cascade ability resolves, you must exile cards. The only optional part of the ability is whether or not you cast the last card exiled.

Wizards of the Coast 23 Jul 2021

If you control more than one Wild-Magic Sorcerer, the first spell you cast from exile will have that many instances of cascade, each of which will trigger separately.

Wizards of the Coast 23 Jul 2021

A spell's mana value is determined only by its mana cost. Ignore any alternative costs, additional costs, cost increases, or cost reductions. For example, Wild-Magic Sorcerer's mana value is always 4.

Wizards of the Coast 23 Jul 2021

If you cast a card “without paying its mana cost,” you can't choose to cast it for any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, you must pay those to cast the card.

Wizards of the Coast 23 Jul 2021

Cascade triggers when you cast the spell, meaning that it resolves before that spell. If you end up casting the exiled card, it will go on the stack above the spell with cascade.

Wizards of the Coast 23 Jul 2021

The mana value of a split card is determined by the combined mana cost of its two halves. If cascade allows you to cast a split card, you may cast either half but not both halves.

Wizards of the Coast 23 Jul 2021

The first spell you cast from exile each turn will have cascade, even if it's not the first spell you've cast that turn.

Wizards of the Coast 23 Jul 2021

If, while resolving the cascade ability from the first spell you cast from exile in a turn, you cascade into a second Wild-Magic Sorcerer, the spell will not cascade again.

Wizards of the Coast 23 Jul 2021

You exile the cards face up. All players will be able to see them.

Wizards of the Coast 23 Jul 2021

If the card has {X} in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.

Wizards of the Coast 23 Jul 2021

However, if you cast a spell from exile and then later that turn Wild-Magic Sorcerer comes under your control, Wild-Mage Sorcerer won't give cascade to any other spell you cast from exile that turn.

Xanathar, Guild Kingpin

Wizards of the Coast 23 Jul 2021

During your turn, you can look at the top card of the chosen opponent's library whenever you want (with one restriction; see below), even if you don't have priority. This action doesn't use the stack. Knowing what that card is becomes part of the information you have access to, just like you can look at the cards in your hand.

Wizards of the Coast 23 Jul 2021

If the top card of that library changes while you're casting a spell, playing a land, or activating an ability, you can't look at the new top card until you finish doing so. This means that if you cast a spell from the top of that library, you can't look at the next card until you're done paying for that spell.

Wizards of the Coast 23 Jul 2021

The target opponent may still cast spells in response to Xanathar, Guild Kingpin's ability in your upkeep. If that player has somehow become an illegal target for the ability as it tries to resolve, the ability does nothing. They may cast spells and you cannot look at or play the top card of their library.

Wizards of the Coast 23 Jul 2021

Xanathar doesn't change when you can cast spells or play lands. You must still follow all normal timing rules and land play limits.

Wizards of the Coast 23 Jul 2021

You'll still pay all costs for spells cast this way, including additional costs. You may also pay alternative costs if any are available.

Xorn

Wizards of the Coast 23 Jul 2021

If you control multiple copies of Xorn, you'll create that many additional Treasure tokens.

Also Printed in Other Drops

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

Portions of Commander Nexus are unofficial Fan Content permitted under the Fan Content Policy. Not approved or endorsed by Wizards. Literal and graphical information about Magic: The Gathering, including card images and mana symbols, is copyright Wizards of the Coast, LLC.

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