

Dungeons & Dragons: An Exhibition of Adventure
Dungeons & Dragons: An Exhibition of Adventure is a .Secret LairSpecial Magic cards sold by Wizards of the Coast on their own online store for a short time. Most are cards that already exist, given new art by a well-known artist or another franchise. A Secret Lair copy of a card plays exactly like any other copy of it.Open the full glossaryDropOne Secret Lair product: a few cards sold together, usually 4 to 6, often with a foil and a non-foil version. Wizards calls each one a drop.Open the full glossary
Released 7 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 card in this drop
Click a card for the card itself, the decks that play it and, once you are signed in, whether you already own a copy. To mark every card here at once, press Show what I own. A foil is the shiny version of a card. Secret Lair sells it as a separate Foil Edition of the same drop.
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- 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
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.
| Drop | Version | Store Price | Cards One at a Time | Cheaper |
|---|---|---|---|---|
| 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 |
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
7 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
41 rulings for 7 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.
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.
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.
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.
Ponder
If you choose to shuffle your library, that includes the three cards you just looked at and put back on top of it.
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.
Also Printed in Other Drops
Some of these cards came in other Secret Lair drops too, each with its own art.
More from this theme
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- Dungeons & Dragons: Gale's Ambition
- Dungeons & Dragons: Lands of the Forgotten Realms
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- Dungeons & Dragons: Shadows Over Baldur's Gate
- Dungeons & Dragons: Strahd's Descent
- Dungeons & Dragons: Whispers in Candlekeep
- Dungeons & Dragons: Astarion's Thirst
- Dungeons & Dragons: Death is in the Eyes of the Beholder I
- Dungeons & Dragons: Death is in the Eyes of the Beholder II
- Dungeons & Dragons: Karlach's Rage
- Dungeons & Dragons: Honor Among Thieves
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