

Fallout
Fallout is a : 7 drops and 37 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 7 drops 37 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.
Fallout: Beyond Vault 33 Sold out $39.99 6 cards
| Version | Store Price | At the Store |
|---|---|---|
| Non-foil | $39.99 | Sold out |
| Foil | $49.99 | Sold out |
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Lucy MacLean, Positively Armed
- Card Kingdom $6.49 foil $7.99
- Cardmarket €5.00 foil €7.42
- Mana Pool $3.33 foil $5.05
- TCGplayer $3.54 foil $5.01
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- Card Kingdom $8.99 foil $12.99
- Cardmarket €10.19 foil €14.93
- Mana Pool $7.01 foil $7.28
- TCGplayer $7.78 foil $10.08
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- Card Kingdom $1.29 foil $1.49
- Cardmarket €1.18 foil €1.92
- Mana Pool $0.59 foil $0.57
- TCGplayer $1.05 foil $1.10
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- Card Kingdom $6.49 foil $5.49
- Cardmarket €5.20 foil €6.52
- Mana Pool $2.03 foil $3.28
- TCGplayer $2.42 foil $3.16
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- Card Kingdom $2.29 foil $1.49
- Cardmarket €1.30 foil €1.46
- Mana Pool $0.84 foil $0.59
- TCGplayer $1.16 foil $1.09
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- Card Kingdom $1.79 foil $1.49
- Cardmarket €0.61 foil €1.03
- Mana Pool $0.23 foil $0.47
- TCGplayer $0.91 foil $0.97
Fallout: Greet the Dog 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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- Cardmarket €10.88 foil €10.70
- Mana Pool $7.46 foil $6.29
- TCGplayer $7.81 foil $8.26
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- Card Kingdom $11.99 foil $14.99
- Cardmarket €10.28 foil €11.70
- Mana Pool $9.36 foil $9.48
- TCGplayer $11.20 foil $11.48
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- Card Kingdom $7.99 foil $6.99
- Cardmarket €6.79 foil €5.56
- Mana Pool $5.08 foil $5.27
- TCGplayer $6.16 foil $6.13
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- Card Kingdom $7.99 foil $6.99
- Cardmarket €6.06 foil €6.99
- Mana Pool $5.40 foil $5.47
- TCGplayer $8.33 foil $7.94
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- Card Kingdom $9.99 foil $9.99
- Cardmarket €9.22 foil €9.85
- Mana Pool $8.76 foil $8.35
- TCGplayer $10.66 foil $11.00
Fallout: Rad 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 $10.99
- Cardmarket €8.54 foil €9.68
- Mana Pool $8.54 foil $7.96
- TCGplayer $10.54 foil $9.53
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- Card Kingdom $7.99 foil $8.99
- Cardmarket €8.88 foil €10.28
- Mana Pool $6.76 foil $6.65
- TCGplayer $7.98 foil $7.67
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- Card Kingdom $10.99 foil $13.99
- Cardmarket €10.95 foil €12.56
- Mana Pool $10.86 foil $11.20
- TCGplayer $12.82 foil $12.57
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- Card Kingdom $17.99 foil $15.99
- Cardmarket €11.83 foil €12.28
- Mana Pool $10.42 foil $10.31
- TCGplayer $13.75 foil $13.40
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- Card Kingdom $19.99 foil $20.99
- Cardmarket €14.70 foil €16.32
- Mana Pool $17.70 foil $19.17
- TCGplayer $19.65 foil $20.73
Fallout: Welcome to New Vegas 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 $5.49 foil $4.99
- Cardmarket €7.23 foil €7.51
- Mana Pool $3.25 foil $3.12
- TCGplayer $4.18 foil $4.39
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- Card Kingdom $7.49 foil $8.99
- Cardmarket €4.69 foil €4.92
- Mana Pool $8.52 foil $8.08
- TCGplayer $8.61 foil $8.09
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- Card Kingdom $4.99 foil $4.99
- Cardmarket €4.10 foil €4.20
- Mana Pool $2.20 foil $2.33
- TCGplayer $2.54 foil $2.46
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- Card Kingdom $5.49 foil $3.99
- Cardmarket €3.07 foil €3.68
- Mana Pool $3.38 foil $3.33
- TCGplayer $5.13 foil $5.07
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- Card Kingdom $24.99 foil $32.99
- Cardmarket €25.30 foil €25.38
- Mana Pool $20.21 foil $21.86
- TCGplayer $23.77 foil $23.98
Fallout: Points of Interest 5 cards
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- Card Kingdom $24.99
- Cardmarket €24.12
- Mana Pool $26.82 foil $35.83
- TCGplayer $24.19 foil $32.78
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- Card Kingdom $17.99
- Cardmarket €12.79
- Mana Pool $11.32 foil $15.04
- TCGplayer $14.42 foil $15.96
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- Card Kingdom $12.99
- Cardmarket €10.00
- Mana Pool $9.18 foil $13.87
- TCGplayer $11.44 foil $14.14
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- Card Kingdom $22.99
- Cardmarket €16.09
- Mana Pool $19.67 foil $22.43
- TCGplayer $21.79 foil $22.01
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- Card Kingdom $19.99
- Cardmarket €12.77
- Mana Pool $13.18 foil $19.53
- TCGplayer $15.83 foil $22.31
Fallout: SPECIAL 7 cards
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- Card Kingdom $11.99
- Cardmarket €7.24
- Mana Pool $9.89 foil $10.21
- TCGplayer $13.14 foil $11.82
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- Card Kingdom
- Cardmarket €9.02
- Mana Pool $13.01 foil $16.20
- TCGplayer $12.86 foil $14.89
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- Card Kingdom $6.49
- Cardmarket €2.98
- Mana Pool $6.42 foil $5.58
- TCGplayer $7.46 foil $6.25
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- Card Kingdom $3.99
- Cardmarket €1.80
- Mana Pool $2.06 foil $2.71
- TCGplayer $2.41 foil $2.97
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- Card Kingdom $16.99
- Cardmarket €8.07
- Mana Pool $13.53 foil $16.93
- TCGplayer $14.24 foil $18.22
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- Card Kingdom $7.49
- Cardmarket €5.60 foil €5.98
- Mana Pool $5.83 foil $6.25
- TCGplayer $7.02 foil $6.12
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- Card Kingdom $5.99
- Cardmarket €4.18
- Mana Pool $2.56 foil $3.95
- TCGplayer $3.37 foil $4.34
Fallout: Vault Boy 4 cards
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- Card Kingdom $20.99
- Cardmarket €14.50
- Mana Pool $18.24 foil $20.75
- TCGplayer $18.10 foil $22.79
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- Card Kingdom $13.99
- Cardmarket €13.13
- Mana Pool $11.60 foil $9.68
- TCGplayer $13.90 foil $10.07
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- Card Kingdom $49.99
- Cardmarket €26.18
- Mana Pool $29.98 foil $34.89
- TCGplayer $30.86 foil $33.81
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- Card Kingdom $14.99
- Cardmarket €12.81
- Mana Pool $11.04 foil $12.49
- TCGplayer $11.75 foil $12.85
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 |
|---|---|---|---|---|
| Fallout: Beyond Vault 33 | Foil | $49.99 | $21.41 | The single cards, by $28.58 |
| Fallout: Beyond Vault 33 | Non-foil | $39.99 | $16.86 | The single cards, by $23.13 |
| Fallout: Greet the Dog | Foil | $39.99 | $44.81 | The store, by $4.82 |
| Fallout: Greet the Dog | Non-foil | $29.99 | $44.16 | The store, by $14.17 |
| Fallout: Rad | Foil | $39.99 | $63.90 | The store, by $23.91 |
| Fallout: Rad | Non-foil | $29.99 | $64.74 | The store, by $34.75 |
| Fallout: Welcome to New Vegas | Foil | $39.99 | $43.99 | The store, by $4.00 |
| Fallout: Welcome to New Vegas | Non-foil | $29.99 | $44.23 | The store, by $14.24 |
| Fallout: Points of Interest | Foil | Price when it launched: $39.99, from the community Magic wiki (mtg.wiki). | $107.20 | The store, by $67.21 |
| Fallout: Points of Interest | Non-foil | Price when it launched: $29.99, from the community Magic wiki (mtg.wiki). | $87.67 | The store, by $57.68 |
| Fallout: SPECIAL | Foil | Price when it launched: $39.99, from the community Magic wiki (mtg.wiki). | $64.61 | The store, by $24.62 |
| Fallout: SPECIAL | Non-foil | Price when it launched: $29.99, from the community Magic wiki (mtg.wiki). | $60.50 | The store, by $30.51 |
| Fallout: Vault Boy | Foil | Price when it launched: $39.99, from the community Magic wiki (mtg.wiki). | $79.52 | The store, by $39.53 |
| Fallout: Vault Boy | Non-foil | Price when it launched: $29.99, from the community Magic wiki (mtg.wiki). | $74.61 | The store, by $44.62 |
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 |
|---|---|---|---|---|---|
| Fallout: Beyond Vault 33 | Foil | $49.99 | Sold out | ||
| Fallout: Beyond Vault 33 | Non-foil | $39.99 | Sold out | ||
| Fallout: Greet the Dog | Foil | $39.99 | Sold out | ||
| Fallout: Greet the Dog | Non-foil | $29.99 | Sold out | ||
| Fallout: Rad | Foil | $39.99 | Sold out | ||
| Fallout: Rad | Non-foil | $29.99 | Sold out | ||
| Fallout: Welcome to New Vegas | Foil | $39.99 | Sold out | ||
| Fallout: Welcome to New Vegas | 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
29 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
107 rulings for 27 cards
Anger
The timestamp for the "in your graveyard" ability is set at the time that this card goes to your graveyard, regardless of whether you control a Mountain at that time.
Arcane Signet
If your commander is a card that has no colors in its color identity, Arcane Signet's ability produces no mana. It doesn't produce {C}.
If you have two commanders, the ability adds one mana of any color in their combined color identities.
If you don't have a commander, Arcane Signet's ability produces no mana.
Caged Sun
An ability that triggers from the resolution of an activated mana ability is also a mana ability. This means that if the land's ability that caused you to add mana was an activated mana ability, Caged Sun's triggered ability won't use the stack and can't be responded to.
Command Beacon
If you have two commanders with the partner ability in the command zone, Command Beacon's effect puts one of your choice into your hand, not both.
If your commander isn't in the command zone (or you don't have a commander) as the last ability resolves, nothing happens.
If you cast a commander from your hand, the commander tax doesn't apply. Additionally, that casting won't add to commander tax if you later cast the commander from the command zone.
If you have two commanders with the partner ability in the command zone, Command Beacon's effect puts one of your choice into your hand, not both.
If your commander isn't in the command zone (or you're not playing Commander) as the last ability resolves, nothing happens.
If you cast a commander from your hand, the additional cost based on the number of times you've cast it from your command zone (sometimes referred to as the "commander tax") doesn't apply. Additionally, that casting won't add to the tax if you later cast the commander from the command zone.
Council's Judgment
In the unusual case that no permanents have any votes, nothing is exiled.
Each player must vote for one of the candidate permanents. They can't abstain.
None of the candidate permanents are targeted. Players may vote for a permanent with protection from white, for example.
Because the votes are cast in turn order, each player will know the votes of players who voted beforehand.
No player votes until the spell or ability resolves. Any responses to that spell or ability must be made without knowing the outcome of the vote.
Players can't do anything after they finishing voting but before the "winning" permanent or permanents are exiled.
Elixir of Immortality
If you gain control of another player’s Elixir of Immortality and activate it, the Elixir of Immortality will be shuffled into its owner’s library and the cards in your graveyard will be shuffled into your library. You are considered to have shuffled each affected library (even if, as a shortcut, each player physically shuffles their own library).
If Elixir of Immortality is in your graveyard at the time the ability resolves, you’ll still wind up shuffling it into your library because you shuffle your entire graveyard into your library. If it’s anywhere else by that time, including in another player’s graveyard, it remains where it is and you shuffle just your graveyard into your library.
As the ability resolves, you’ll shuffle Elixir of Immortality into its owner’s library directly from the battlefield, if it’s still there.
Paying the activation cost of Elixir of Immortality’s ability doesn’t cause it to leave the battlefield. If you have a way to untap it, you can activate the ability multiple times in response to itself.
Fabled Passage
If you control four or more lands, the basic land doesn't enter untapped; it enters tapped and then you untap it.
The land that you put onto the battlefield will be counted when determining whether you control four or more lands, but Fabled Passage will not.
Grand Arbiter Augustin IV
This reduces only generic mana portion of mana costs. A spell you cast with mana cost {1}{W}{U} will cost {W}{U} to cast.
Spells you cast that are both blue and white cost {2} less to cast.
Isshin, Two Heavens as One
Isshin's effect doesn't copy the triggered ability; it just causes the ability to trigger twice. Any choices made as you put the ability onto the stack, such as modes and targets, are made separately for each instance of the ability. Any choices made on resolution are also made individually.
Isshin, Two Heavens as One's ability affects only triggered abilities with conditions that are directly related to attacking, such as “whenever [this creature] attacks” or “whenever you attack with one or more creatures.” It does not affect triggered abilities with other trigger conditions, such as “whenever [this creature] becomes tapped.”
Lightning Greaves
If a creature enters the battlefield under your control and gains haste, but then loses it before attacking, it won't be able to attack that turn. This means that you can't use one Lightning Greaves to allow two new creatures to attack in the same turn.
You can't simply unequip Equipment from a creature. If Lightning Greaves is attached to the only creature you control, you won't be able to attach other equipment to it (or target it with anything else) until you have another creature to which you can attach Lightning Greaves.
Mesmeric Orb
If permanents become untapped during the untap step, Mesmeric Orb's ability will trigger that many times. However, since no player gets priority during the untap step, those abilities wait to be put on the stack until the upkeep starts. At that time, any "beginning of upkeep" triggers will also trigger. Those abilities and Mesmeric Orb's triggers are put onto the stack at the same time.
Mindcrank
Damage dealt to an opponent usually causes that opponent to lose life. An opponent paying life also causes loss of life.
Mutational Advantage
Players can respond to a spell or ability whose effect includes proliferating. Once that spell or ability starts to resolve, however, and its controller chooses which permanents and players will get new counters, it’s too late for anyone to respond.
You can choose any permanent that has a counter, including ones controlled by opponents. You can choose any player who has a counter, including opponents. You can’t choose cards in any zone other than the battlefield, even if they have counters on them.
You don’t have to choose every permanent or player that has a counter—only the ones you want to add counters to. Since “any number” includes zero, you don’t have to choose any permanents at all, and you don’t have to choose any players at all.
The set of permanents affected by Mutational Advantage is determined at the time Mutational Advantage resolves. Permanents that gain counters later in the turn won’t become affected by this effect, and permanents that lose all of their counters later in the turn won’t stop being affected.
If a player or permanent has more than one kind of counter on it, and you choose for it to get additional counters, it must get one of each kind of counter it already has. You can’t have it get just one kind of counter it already has and not the others.
Some spells and abilities that cause you to proliferate may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won’t resolve. You won’t proliferate.
Nuka-Cola Vending Machine
Food is an artifact type. Even though it appears on some creatures, it's never a creature type.
You can't sacrifice a Food to pay multiple costs. For example, you can't sacrifice a Food token to activate its own ability and also to activate Maraleaf Rider's ability.
Whatever you do, don't eat the delicious cards.
Nuka-Cola Vending Machine's last ability triggers whenever you sacrifice a Food for any reason, not just to activate a Food's activated ability.
If an effect refers to a Food, it means any Food artifact, not just a Food artifact token. For example, if you sacrifice a nontoken Food artifact, such as Candy Trail from the Wilds of Eldraine set, Nuka-Cola Vending Machine's last ability will trigger.
Patchwork Banner
You must choose an existing creature type, such as Bird or Wizard. Card types such as artifact can't be chosen.
Pre-War Formalwear
If Pre-War Formalwear can't be attached to the permanent returned to the battlefield by its first ability (perhaps because it's not currently a creature), Pre-War Formalwear will remain on the battlefield unattached.
Propaganda
Unless some effect explicitly says otherwise, a creature that can't attack you can still attack a planeswalker you control.
In the Two-Headed Giant format, you still only have to pay once per creature.
Paying this cost is not an instant or any other kind of ability, it is an additional cost on the declaration of the attacker.
If there are multiple attacks in a turn, then you have to pay for each attack.
If there is more than one Propaganda on the battlefield, the cost is cumulative.
The payment is made during the declare attackers step at the same time you are declaring the attacker.
Reflecting Pool
Any change to a land’s type or abilities gained by a land can affect the types of mana a land can produce.
Multiple Reflecting Pools won’t help each other produce mana. If you control a Reflecting Pool, and all other lands you control either lack mana abilities or are other Reflecting Pools, you may still activate Reflecting Pool’s ability—it just won’t produce any mana.
Reflecting Pool’s ability checks the effects of all mana-producing abilities of lands you control, but it doesn’t check their costs or legality. For example, Spire of Industry says “{T}, Pay 1 life: Add one mana of any color. Activate only if you control an artifact.” If you control Spire of Industry and Reflecting Pool, you can tap Reflecting Pool for any color of mana. It doesn’t matter whether you control an artifact, whether you can pay 1 life, or whether Spire of Industry is untapped.
The types of mana are white, blue, black, red, green, and colorless.
Reflecting Pool’s ability doesn’t care about any restrictions or riders your lands put on the mana they produce, such as those of Plaza of Heroes or Power Depot. It just produces one mana of the appropriate type, with no restrictions or riders.
Reliquary Tower
If multiple effects modify your hand size, apply them in timestamp order. For example, if you put Null Profusion (an enchantment that says your maximum hand size is two) onto the battlefield and then put Reliquary Tower onto the battlefield, you'll have no maximum hand size. However, if those permanents enter in the opposite order, your maximum hand size would be two.
Ripples of Potential
Players can respond to a spell or ability whose effect includes proliferating. Once that spell or ability starts to resolve, however, and its controller chooses which permanents and players will get new counters, it's too late for anyone to respond.
A phased-out token will phase in at the beginning of its controller's untap step just like a nontoken permanent would.
An ability that triggers "Whenever you proliferate" triggers even if you chose no permanents or players while doing so.
As a creature is phased out, Auras and Equipment attached to it also phase out at the same time. Those Auras and Equipment will phase in at the same time that creature does, and they'll phase in still attached to that creature.
Phased-out permanents are treated as though they don't exist. They can't be the target of spells or abilities, their static abilities have no effect on the game, their triggered abilities can't trigger, they can't attack or block, and so on.
Choices made for permanents as they entered the battlefield are remembered even after they phase in.
If a player or permanent has more than one kind of counter on it, and you choose for it to get additional counters, it must get one of each kind of counter it already has. You can't have it get just one kind of counter it already has and not the others.
Permanents phase back in during their controller's untap step, immediately before that player untaps their permanents. Creatures that phase in this way are able to attack and pay a cost of {T} during that turn. If a permanent had counters on it when it phased out, it will have those counters when it phases back in.
To proliferate, you can choose any permanent that has a counter, including ones controlled by opponents. You can choose any player who has a counter, including opponents. You can't choose cards in any zone other than the battlefield, even if they have counters on them.
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.
Any continuous effects with a "for as long as" duration ignore phased-out objects. If ignoring those objects causes the effect's conditions to no longer be met, the duration will expire.
You don't have to choose every permanent or player that has a counter, only the ones you want to add another counter to. Since "any number" includes zero, you don't have to choose any permanents at all, and you don't have to choose any players at all.
An attacking or blocking creature that phases out is removed from combat.
Sphere of Resistance
It affects all players, including you.
T-45 Power Armor
Multiple instances of menace are redundant. The same is true for trample and lifelink.
Some triggered abilities state that you "may pay" a certain amount of {E}. You can't pay that amount multiple times to multiply the effect. You simply choose whether or not to pay that amount of {E} as the ability resolves.
Keep track of how many energy counters each player has. Potential ways to track this include writing them down on paper or using dice, but any method that is clear and mutually agreeable is fine. (At higher levels of tournament play, dice may not be allowed for tracking counters that players have.)
{E} is the energy symbol. It represents one energy counter.
If a spell or ability with one or more targets states that you "may pay" some amount of {E}, and each permanent that it targets has become an illegal target, the spell or ability won't resolve. You can't pay any {E} even if you want to.
Energy counters are a kind of counter that a player may have. They're not associated with any specific permanents.
If an effect says you get one or more {E}, you get that many energy counters. To pay one or more {E}, you lose that many energy counters. You can't pay more energy counters than you have. Any effects that interact with counters a player gets, has, or loses can interact with energy counters.
Energy counters aren't mana. They don't go away as steps, phases, and turns end, and effects that add mana "of any type" can't give you energy counters.
Some triggered abilities that state that you "may pay" a certain amount of {E} describe an effect that happens "If you do." In that case, no player may take actions to try to stop the ability's effect after you make your choice. If the payment is followed by the phrase "When you do," then you'll choose any targets for that reflexive triggered ability and put it on the stack before players can take actions.
Some spells and abilities that give you {E} may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't get any {E}.
The Deck of Many Things
Dice are identified by the number of faces each one has. For example, a d20 is a twenty-sided die.
Some effects instruct you to roll again. This uses the same number and type of dice as the original roll, and that roll will use the same set of possible outcomes.
An ability that tells you to roll a die will also specify what to do with the result of that roll. Most often, this is in the form of a “results table” in the card text.
Tournament events have more specific rules regarding dice and die-rolling. For more information, please see the most recent version of the Magic Tournament Rules at https://wpn.wizards.com/en/document/magic-gathering-tournament-rules.
Some effects may modify the result of a die roll. This may be part of the instruction to roll a die or it may come from other cards. Anything that references the “result” of a die roll is looking for the result after these modifications. Anything that is looking for the “natural result” is looking for the number shown on the face of the die before these modifications.
Some abilities, like that of Pixie Guide and Barbarian Class, replace rolling a die with rolling extra dice and ignoring the lowest roll. The ignored rolls are not considered for the effect that instructed you to roll a die, and do not cause abilities to trigger. For all intents and purposes, once you determine which dice count, any extra dice were never rolled.
Like all results tables, the one on The Deck of Many Things cares about the result of the die roll after any adjustments, such as subtracting the number of cards in your hand. This means it's usually not possible to get a result of 20 unless you have no cards in hand.
The instruction to roll a die and the effect that occurs because of the result are all part of the same ability. Players do not get the chance to respond to the ability after knowing the result of the roll.
Dice used must have equally likely outcomes and the roll must be fair. Although physical dice are recommended, digital substitutes are allowed, provided they have the same number of equally likely outcomes as specified in the original roll instruction.
While playing Planechase, rolling the planar die will cause any ability that triggers whenever a player rolls one or more dice to trigger. However, any effect that refers to a numerical result will ignore the rolling of the planar die.
An effect that says “choose a target, then roll a d20” or similar still uses the normal process of putting an ability on the stack and resolving it. Choosing targets is part of putting the ability on the stack and rolling the d20 happens later, as the ability resolves.
The Wise Mothman
In a game using the shared team turns option, such as an Archenemy or Two-Headed Giant game, the inherent triggered ability associated with rad counters triggers once for each player on the active team that has rad counters. Each instance of that ability is controlled by one of those players.
Rad counters are a kind of counter that a player may have. They’re not associated with any specific permanents.
There is an inherent triggered ability associated with having rad counters. This triggered ability has no source and is controlled by the active player. The full text of this ability is “At the beginning of the precombat main phase of a player with rad counters, that player mills cards equal to the number of rad counters they have. For each nonland card milled this way, that player loses 1 life and removes one rad counter from themselves.”
Keep track of how many rad counters each player has. Potential ways to track this include writing them down on paper or using dice, but any method that is clear and mutually agreeable is fine.
Any effects (such as proliferate) that interact with counters a player gets, has, or loses can interact with rad counters.
If more than one player is instructed to mill at the same time (by the activated ability of Raul, Trouble Shooter, for example), as long as at least one nonland card is milled, The Wise Mothman’s last ability will trigger just once.
The cards are milled all at once, which means abilities that trigger “whenever one or more nonland cards are milled” will trigger exactly once as long as at least one nonland card was milled.
Rad counters don’t go away as steps, phases, or turns end. They only go away when an effect instructs a player to remove rad counters from themselves.
If a player has fewer cards remaining in their library than the number of rad counters they have when the triggered ability resolves, they’ll mill as many cards as they can.
Tinybones, Trinket Thief
Tinybones checks which opponents have no cards in hand only as its last ability resolves.
Tinybones’s first ability triggers only if an opponent has discarded a card before the end step begins. If an opponent has more cards in hand than their maximum hand size, they’ll discard during their cleanup step, which is after the end step.
Tinybones’s first ability has you draw just one card and lose just 1 life, no matter how many opponents discarded cards and no matter how many cards were discarded beyond the first.
Trinisphere
To determine the total cost of a spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions. Finally, apply Trinisphere's effect if the mana component of the spell's cost is less than three mana. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
If Trinisphere leaves the battlefield or becomes tapped or untapped as a cost to cast a spell, this cost is paid after you've locked in the total cost.
Winter Orb
All permanents untap during a player’s untap step at once. If Winter Orb is tapped as your untap step begins, your lands will all untap.
You can’t tap Winter Orb just because you want to. Another ability, such as that of Glare of Subdual, must instruct or allow you to do so.
Also Printed in Other Drops
Some of these cards came in other Secret Lair drops too, each with its own art.
- AngerThe Zeta Set, Marvel's Hulk: SMASH!, Teenage Mutant Ninja Turtles: The Last Ronin
- Arcane SignetSecret Lair Commander Deck: Odds and Ends, The Zeta Set, Secret Lair Promo x The Hobbit Arcane Signet, Stardew Valley: A Flicker in the Deep, My Little Pony: Friendship is Magic
- Command BeaconSecret Lair Commander Deck: Odds and Ends, Totally Spaced Out Galaxy
- Fabled PassageSecret Lair Commander Deck: Odds and Ends, Everyone's Invited!, Totally Spaced Out Galaxy
- Idyllic TutorKamigawa: the Manga: the Cards
- Lightning BoltThe Zeta Set, Marvel: Earth's Mightiest Pets, Marvel's Deadpool: I Fixed It (You're Welcome), Avatar: The Last Airbender: Everything Changed, FINAL FANTASY: Grimoire
- Lightning GreavesThe Hobbit: Smaug's Spoils, Viva Las Rakdos, Marvel's Deadpool: I Fixed It (You're Welcome), Marvel's Spider-Man: Villainous Plots, Marvel's Spider-Man: Heroic Deeds
- MindcrankIron Maiden: Eddie Unchained
- PropagandaHeads I Win, Tails You Lose
- Reflecting Pool20 Ways to Win
- Reliquary TowerSecret Lair Commander Deck: Odds and Ends, The Zeta Set, Goblin Storm, Heads I Win, Tails You Lose
- Sol RingSecret Lair Commander Deck: Odds and Ends, Masters of the Universe: She-Ra, Princess of Power, The Zeta Set, The Hobbit: Smaug's Spoils, Hatsune Miku
- Steelshaper's GiftThe Office: Dwight's Destiny
- Tinybones, Trinket ThiefBad to the Bones
- TrinisphereSecret Lair x Jim Henson's Labyrinth: Fear Me, Love Me
- Winter OrbSo Salty
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.