

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
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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
| Version | Store Price | At the Store |
|---|---|---|
| Non-foil | $29.99 | Sold out |
| Foil | $39.99 | Sold out |
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- 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
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- Card Kingdom $89.99
- Cardmarket €46.11 foil €58.98
- Mana Pool $69.59 foil $73.66
- TCGplayer $70.41 foil $85.22
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- 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
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- 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
Dungeons & Dragons: Gale's Ambition Sold out $29.99 5 cards
| Version | Store Price | At the Store |
|---|---|---|
| Non-foil | $29.99 | Sold out |
| Foil | $39.99 | Sold out |
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- 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
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- 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
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- 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
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- 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
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- 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
Dungeons & Dragons: Lands of the Forgotten Realms Sold out $29.99 5 cards
| Version | Store Price | At the Store |
|---|---|---|
| Non-foil | $29.99 | Sold out |
| Foil | $39.99 | Sold out |
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- 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
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- 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
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- Card Kingdom $6.99
- Cardmarket €4.98 foil €5.92
- Mana Pool $5.51 foil $7.48
- TCGplayer $6.76 foil $8.69
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- 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
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- 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
Dungeons & Dragons: Shadowheart's Devotion Sold out $29.99 5 cards
| Version | Store Price | At the Store |
|---|---|---|
| Non-foil | $29.99 | Sold out |
| Foil | $39.99 | Sold out |
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- 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
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- 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
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- 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
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- 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
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- 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
Dungeons & Dragons: Shadows Over Baldur's Gate Sold out $29.99 4 cards
| Version | Store Price | At the Store |
|---|---|---|
| Non-foil | $29.99 | Sold out |
| Foil | $39.99 | Sold out |
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- 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
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- 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
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- Card Kingdom $20.99
- Cardmarket €19.35 foil €17.81
- Mana Pool $14.16 foil $18.49
- TCGplayer $19.60 foil $18.28
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- 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
Dungeons & Dragons: Strahd's Descent Sold out $29.99 4 cards
| Version | Store Price | At the Store |
|---|---|---|
| Non-foil | $29.99 | Sold out |
| Foil | $39.99 | Sold out |
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- 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
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- 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
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- 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
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- 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
Dungeons & Dragons: Whispers in Candlekeep Sold out $29.99 4 cards
| Version | Store Price | At the Store |
|---|---|---|
| Non-foil | $29.99 | Sold out |
| Foil | $39.99 | Sold out |
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- 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
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- 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
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- Card Kingdom $29.99
- Cardmarket €25.23 foil €26.67
- Mana Pool $23.85 foil $23.52
- TCGplayer $27.40 foil $23.89
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- 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
Dungeons & Dragons: An Exhibition of Adventure 7 cards
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- 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
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- 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
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- Card Kingdom $57.99
- Cardmarket €42.03 foil €48.25
- Mana Pool $49.36 foil $63.55
- TCGplayer $47.03 foil $61.97
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- 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
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Monster Manual // Zoological Study
- Card Kingdom $16.99 foil $17.99
- Cardmarket €9.04 foil €11.94
- Mana Pool $14.04 foil $14.07
- TCGplayer $14.29
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- 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
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- 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
Dungeons & Dragons: Astarion's Thirst 5 cards
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- 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
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- 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
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- 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
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- 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
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- 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
Dungeons & Dragons: Death is in the Eyes of the Beholder I 6 cards
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- Card Kingdom foil $6.99
- Cardmarket €4.69 foil €6.50
- Mana Pool $6.66 foil $6.96
- TCGplayer $8.42 foil $8.22
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- 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
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- 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
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- 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
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- 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
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- 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
Dungeons & Dragons: Death is in the Eyes of the Beholder II 6 cards
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- 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
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- 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
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- 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
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- 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
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- 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
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- 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
Dungeons & Dragons: Karlach's Rage 5 cards
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- 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
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- 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
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- Card Kingdom $9.49
- Cardmarket €6.06 foil €6.93
- Mana Pool $9.20 foil $6.57
- TCGplayer $8.90 foil $6.60
-
- 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
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- 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
Dungeons & Dragons: Honor Among Thieves 6 cards
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- 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
-
- 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
-
- 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
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- 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
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Casal, Lurkwood Pathfinder // Casal, Pathbreaker Owlbear
- 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
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- 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
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.
When It Was on Sale
What the Secret Lair store listed for each version, and when it sold out.
| Drop | Version | Price | Status | On Sale | Sold Out |
|---|---|---|---|---|---|
| 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
- Aura of Courage
- Draconic Rage
- Dungeons of Death
- Planar Portal
- Draconic Dissent
- Exit from Exile
- Mind Flayarrrs
- Party Time
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
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.
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.
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
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
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
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.
If a creature on the battlefield has {X} in its mana cost, X is considered to be 0.
Astarion, the Decadent
Use the creature's power as it last existed on the battlefield to determine the value of X.
Beseech the Queen
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.
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.
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}.
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
Getting the mana is not optional.
Blood Money
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
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
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
You put the creature onto the battlefield, so you control it and any "enters" abilities it has.
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
If a creature you control has a mana ability with {T} in the cost, activating that ability while casting a spell with convoke will result in the creature being tapped before you pay the spell's costs. You won't be able to tap it again for convoke. Similarly, if you sacrifice a creature to activate a mana ability while casting a spell with convoke, that creature won't be on the battlefield when you pay the spell's costs, so you won't be able to tap it for convoke.
You can tap any untapped creature you control to convoke a spell, even one you haven't controlled continuously since the beginning of your most recent turn.
Tapping an untapped creature that's attacking or blocking to convoke a spell won't cause that creature to stop attacking or blocking.
Tapping a multicolored creature using convoke will pay for {1} or one mana of your choice of any of that creature's colors.
When calculating a spell's total cost, include any alternative costs, additional costs, or anything else that increases or reduces the cost to cast the spell. Convoke applies after the total cost is calculated. Convoke doesn't change a spell's mana cost or mana value.
Because convoke isn't an alternative cost, it can be used in conjunction with alternative costs.
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.
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.
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
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.
Cards exiled with suspend are exiled face up.
Exiling a card with suspend isn't casting that card. This action doesn't use the stack and can't be responded to.
If the spell requires any targets, those targets are chosen when the spell is finally cast, not when it's exiled.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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).
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.
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
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.
If a token is exiled this way, it will cease to exist and won't return to the battlefield.
Dragonborn Champion
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
For spells with {X} in their mana costs, use the value chosen for X to determine the spell's mana value.
If a creature on the battlefield has {X} in its mana cost, X is considered to be 0.
Exquisite Blood
Damage dealt to an opponent usually causes that opponent to lose life. An opponent paying life also causes loss of life.
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
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.
"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."
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.
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.
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
Fell the Mighty won't destroy the target creature.
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.
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
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.
If X is 0, the number of targets must also be 0.
You must distribute at least 1 damage to each target.
Fling
Use the sacrificed creature's power as it last existed on the battlefield to determine how much damage Fling deals.
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.
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
You can choose two commanders that are the same color or colors.
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.
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.
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.
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.
An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
If your commander loses the choose a Background ability or stops being a Background during the game, as appropriate, it is still your commander.
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.
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).
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
If a spell targets Goldspan Dragon more than once, the triggered ability will trigger only once.
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.
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
You can choose two commanders that are the same color or colors.
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.
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.
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.
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.
An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
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.
If your commander loses the choose a Background ability or stops being a Background during the game, as appropriate, it is still your commander.
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.
Karlach doesn't have to be among the attacking creatures.
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).
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
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
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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
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.
Abilities that trigger when a creature becomes tapped won't trigger when the creature phases in tapped.
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.
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.
Choices made for permanents as they entered the battlefield are remembered when they phase in.
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.
If Oubliette leaves the battlefield before its triggered ability resolves, the target creature won't be phased out or tapped.
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.
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
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
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
The Pact Boon ability triggers whenever you play any cards from exile, not just those exiled with the Mystic Arcanum ability.
You must still pay all costs and follow all timing rules for cards played with the Mystic Arcanum ability.
Reality Shift
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.
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.
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.
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).
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.
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.
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.
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.
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.
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.
If a manifested creature would have morph if it were face up, you may also turn it face up by paying its morph cost.
Because face-down creatures don't have names, they can't have the same name as any other creature, even another face-down creature.
Turning a permanent face up or face down doesn't change whether that permanent is tapped or untapped.
Sanguine Bond
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.
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.
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.
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.
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
Similarly, when instructed to venture into Undercity, you can’t start a dungeon that isn’t Undercity.
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.
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.
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.
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.
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).
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.
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.
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.
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
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.
You can only move forward (well, downward) in a dungeon, never backwards or sideways.
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.
A player may only have one dungeon in the command zone at a time.
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.
Dungeons are removed from the game as a state-based action.
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.
Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
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.
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.
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.
Moving into a dungeon room will cause its room ability to trigger.
Shadowheart, Dark Justiciar
You can choose two commanders that are the same color or colors.
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.
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.
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.
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.
An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
If your commander loses the choose a Background ability or stops being a Background during the game, as appropriate, it is still your commander.
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.
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).
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
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.
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.
An activated ability has a "Cost: Effect" format. Look for the colon. A triggered ability starts with "when", "whenever", or "at".
Stranglehold
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.
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.
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.
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.
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
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
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
You can’t return the same card you are discarding. This is because you pick the target before paying the costs.
Victimize
You must choose two targets. You can't cast Victimize targeting only one creature card.
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.
As Victimize resolves, you must sacrifice a creature if able. You can't change your mind and choose not to sacrifice anything.
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
Some triggered abilities trigger "whenever you sacrifice a Blood token." These abilities trigger regardless of why you sacrificed that Blood token.
You can't sacrifice a Blood token to pay multiple costs.
If an effect refers to a Blood token, it means any artifact token with the subtype Blood, even if it has gained other subtypes.
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
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.
If a spell with cascade is countered, the cascade ability will still resolve normally.
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.
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.
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.
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.
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.
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.
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.
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.
You exile the cards face up. All players will be able to see them.
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.
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
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.
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.
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.
Xanathar doesn't change when you can cast spells or play lands. You must still follow all normal timing rules and land play limits.
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
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.
- Anguished UnmakingAvatar: The Last Airbender: My Cabbages!, Party Hard, Shred Harder
- Arcane DenialEveryone's Invited!, Prismatic Nightmares
- Black MarketHard-Boiled Thrillers
- BrainstormSecret Lair Commander Deck: Odds and Ends, The Zeta Set, Dandân Deck, Artist Series: John Avon, Artist Series: Mark Poole
- BriberyIntroducing: Kaito Shizuki
- CounterspellGarfield: As Intended, SpongeBob SquarePants: Internet Sensation, Hatsune Miku: Winter Diva, Heads I Win, Tails You Lose, Far Out, Man
- DefileThe Hobbit: Desolation
- Drown in the LochShowcase: Strixhaven
- Exquisite BloodWelcome to Castle Dracula
- Faithless LootingGoblin Storm
- Fell the MightyCats of Chaos
- Fire CovenantShowcase: Strixhaven
- FlingBlood Bowl
- ForestSecret Lair x Star Trek: New Worlds, The Oddlands: Forests, The Oddlands: Islands, The Oddlands: Mountains, The Oddlands: Plains
- IslandSecret Lair x Star Trek: New Worlds, Secret Lair Commander Deck: Odds and Ends, The Oddlands: Forests, The Oddlands: Islands, The Oddlands: Mountains
- MountainSecret Lair x Star Trek: New Worlds, The Oddlands: Forests, The Oddlands: Islands, The Oddlands: Mountains, The Oddlands: Plains
- OublietteSecret Lair Commander Deck: Odds and Ends
- PlainsSecret Lair x Star Trek: New Worlds, Secret Lair Commander Deck: Odds and Ends, The Oddlands: Forests, The Oddlands: Islands, The Oddlands: Mountains
- PonderSecret Lair Commander Deck: Odds and Ends, Garfield: Motivationally Challenged, Avatar: The Last Airbender: A Lot to Learn, Heads I Win, Tails You Lose, Black Is Magic
- SwampSecret Lair x Star Trek: New Worlds, Secret Lair Commander Deck: Odds and Ends, The Oddlands: Forests, The Oddlands: Islands, The Oddlands: Mountains
- Thrill of PossibilityMarvel: True Believers in Love, Marvel's Deadpool: I Fixed It (You're Welcome)
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.