

Featuring: Luke Pearson
Featuring: Luke Pearson 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
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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 $11.99 foil $15.99
- Cardmarket €12.05 foil €15.67
- Mana Pool $12.50 foil $17.12
- TCGplayer $12.61 foil $15.95
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- Card Kingdom $27.99 foil $29.99
- Cardmarket €17.46 foil €26.37
- Mana Pool $22.77 foil $26.78
- TCGplayer $21.26 foil $27.13
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- Card Kingdom $20.99 foil $27.99
- Cardmarket €20.41 foil €23.29
- Mana Pool $22.03 foil $24.48
- TCGplayer $23.34 foil $27.09
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- Card Kingdom $7.99 foil $6.99
- Cardmarket €5.97 foil €7.46
- Mana Pool $6.18 foil $6.09
- TCGplayer $6.72 foil $6.39
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 |
|---|---|---|---|---|
| Featuring: Luke Pearson | Foil | Price when it launched: $39.99, from the community Magic wiki (mtg.wiki). | $76.56 | The store, by $36.57 |
| Featuring: Luke Pearson | Non-foil | Price when it launched: $29.99, from a saved copy of the Secret Lair store page (Wayback Machine). | $63.93 | The store, by $33.94 |
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
23 rulings for 3 cards
Bear Umbra
If a spell or ability would destroy both an Aura with umbra armor and the creature it's enchanting at the same time, umbra armor's effect will save the enchanted creature from being destroyed. Instead, the spell or ability will destroy the Aura in two different ways at the same time, but the result is the same as destroying it once.
Umbra armor's effect is applied no matter why the enchanted creature would be destroyed: because it's been dealt lethal damage, or because it's being affected by an effect that says to "destroy" it (such as Breathe Your Last). In either case, all damage is removed from the creature and the Aura is destroyed instead.
If a creature enchanted with an Aura that has umbra armor has indestructible, lethal damage and effects that try to destroy it simply have no effect. Umbra armor won't do anything because it won't have to.
Umbra armor's effect is mandatory. If the enchanted creature would be destroyed, you must remove all damage from it (if it has any) and destroy the Aura that has umbra armor instead.
If a creature you control is enchanted with multiple Auras that have umbra armor, and the enchanted creature would be destroyed, one of those Auras is destroyed instead—but only one of them. You choose which one because you control the enchanted creature.
Some printings of this card refer to the ability "totem armor". This ability's name has been replaced with "umbra armor". This change does not affect the gameplay function of this card.
Umbra armor has no effect if the enchanted creature is put into a graveyard for any other reason, such as if it's sacrificed, if the "legend rule" applies to it, or if its toughness is 0 or less.
If a spell or ability says that it would "destroy" a creature enchanted with an Aura that has umbra armor, that spell or ability is what causes the Aura to be destroyed instead. Umbra armor doesn't destroy the Aura; rather, it changes the effects of the spell or ability. On the other hand, if a spell or ability deals lethal damage to a creature enchanted with an Aura that has umbra armor, the game rules regarding lethal damage cause the Aura to be destroyed, not that spell or ability.
If a creature enchanted with an Aura that has umbra armor would be destroyed by multiple state-based actions at the same time (most likely because a creature with deathtouch has dealt damage to that creature greater than or equal to its toughness), umbra armor's effect will replace all of them and save the creature.
Umbra armor's effect is not regeneration. Specifically, if umbra armor's effect is applied, the enchanted creature does not become tapped and is not removed from combat as a result. Effects that say the enchanted creature can't be regenerated won't prevent umbra armor's effect from being applied.
When the enchanted creature attacks, all lands controlled by that creature's controller (who is not necessarily the Aura's controller) untap.
Realmwalker
If Realmwalker is somehow on the battlefield with no choice having been made for it, you may still look at the top card of your library any time. You won't be able to cast any creature spells from the top of your library, even if they have no creature types.
You can look at the top card of your library whenever you want (with one restriction; see below), even if you don't have priority. This action doesn't use the stack. Knowing what that card is becomes part of the information you have access to, just like you can look at the cards in your hand.
The top card of your library isn't in your hand, so you can't foretell it, discard it, or activate any of its activated abilities.
You'll still pay all costs for the spell, including additional costs. You may also pay alternative costs if any are available.
Realmwalker doesn't change when you can cast creature spells. Normally, this means during your main phase when the stack is empty, although flash may change this.
You must choose an existing creature type, such as Elk or Advisor. You can't choose card types (e.g., artifact) or supertypes (e.g., snow).
If the top card of your library changes while you're casting a spell, playing a land, or activating an ability, you can't look at the new top card until you finish doing so. This means that if you cast a spell from the top of your library, you can't look at the next one until you're done paying for that spell.
Witch of the Moors
The triggered ability looks at whether you've gained life in the turn, even if Witch of the Moors wasn't on the battlefield when you gained life. It doesn't care if you also lost life, even if you lost more life than you gained.
The triggered ability triggers just once, no matter how much life you've gained.
You don't have to choose a target creature card at all. If you do and the target card is an illegal target by the time the ability tries to resolve, the ability won't resolve. Your opponents won't sacrifice creatures.
If you haven't gained life by the time your end step begins, the triggered ability won't trigger at all.
As the triggered ability resolves, first the next opponent in turn order chooses a creature they control, then each other opponent in turn order does the same knowing the choices made before them. Then all the chosen creatures are sacrificed at the same time.
Also Printed in Other Drops
Some of these cards came in other Secret Lair drops too, each with its own art.
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