

Faerie, Faerie, Faerie Rad
Faerie, Faerie, Faerie Rad is a . 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 4 cards
Sign in to see which of these cards you already own. Sign in We could not check your collection just now. Try again in a minute.
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.
-
- Card Kingdom foil $49.99
- Cardmarket foil €54.19
- Mana Pool foil $45.37
- TCGplayer foil $50.13
-
- Card Kingdom foil $10.99
- Cardmarket foil €18.05
- Mana Pool foil $11.03
- TCGplayer foil $14.91
-
- Card Kingdom foil $29.99
- Cardmarket foil €28.07
- Mana Pool foil $26.98
- TCGplayer foil $29.15
-
- Card Kingdom foil $24.99
- Cardmarket foil €19.30
- Mana Pool foil $19.33
- TCGplayer foil $22.70
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 |
|---|---|---|---|---|
| Faerie, Faerie, Faerie Rad | Foil | Price when it launched: $39.99, from a saved copy of the Secret Lair store page (Wayback Machine). | $116.89 | The store, by $76.90 |
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
8 rulings for 2 cards
Glen Elendra Archmage
If a token with no -1/-1 counters on it has persist, the ability will trigger when the token is put into the graveyard. However, the token will cease to exist and can't return to the battlefield.
If a creature with persist that has +1/+1 counters on it receives enough -1/-1 counters to cause it to be destroyed by lethal damage or put into its owner's graveyard for having 0 or less toughness, persist won't trigger and the card won't return to the battlefield. That's because persist checks the creature's existence just before it leaves the battlefield, and it still has all those counters on it at that point.
If a creature with persist stops being a creature, persist will still work.
The persist ability triggers when the permanent is put into a graveyard. Its last known information (that is, how the creature last existed on the battlefield) is used to determine whether it had a -1/-1 counter on it.
If multiple creatures with persist are put into the graveyard at the same time (due to combat damage or a spell that destroys all creatures, for example), the active player (the player whose turn it is) puts all of their persist triggers on the stack in any order, then each other player in turn order does the same. The last trigger put on the stack is the first one that resolves. That means that in a two-player game, the nonactive player's persist creatures will return to the battlefield first, then the active player's persist creatures do the same. The creatures return to the battlefield one at a time.
When a permanent with persist returns to the battlefield, it's a new object with no memory of or connection to its previous existence.
If a permanent has multiple instances of persist, they'll each trigger separately, but the redundant instances will have no effect. If one instance returns the card to the battlefield, the next to resolve will do nothing.
Spellstutter Sprite
The value of X needs to be determined both when the ability triggers (so you can choose a target) and again when the ability resolves (to check if that target is still legal). If the number of Faeries you control has decreased enough in that time to make the target illegal, Spellstutter Sprite’s ability won’t resolve (and the targeted spell will resolve as normal).
Also Printed in Other Drops
Some of these cards came in other Secret Lair drops too, each with its own art.
From the same superdrop
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.