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  4. Dungeons & Dragons: Black Lights & Dark Dungeons
Secret Lair Drop Sold out

Dungeons & Dragons: Black Lights & Dark Dungeons

Dungeons & Dragons: Black Lights & Dark Dungeons 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 4 cards $29.99 at the Secret Lair store

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.

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

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

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

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

2 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

25 rulings for 4 cards

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.

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.

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.

More from this theme

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

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