

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