

Animar & Friends
Animar & Friends 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 5 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 foil $4.49
- Cardmarket foil €5.10
- Mana Pool foil $2.59
- TCGplayer foil $4.51
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- Card Kingdom foil $22.99
- Cardmarket foil €20.32
- Mana Pool foil $22.75
- TCGplayer foil $25.37
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- Card Kingdom foil $7.99
- Cardmarket foil €4.48
- Mana Pool foil $4.14
- TCGplayer foil $6.30
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- Card Kingdom foil $9.99
- Cardmarket foil €4.41
- Mana Pool foil $7.13
- TCGplayer foil $7.22
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- Card Kingdom foil $32.99
- Cardmarket foil €30.62
- Mana Pool foil $26.33
- TCGplayer foil $33.72
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
11 rulings for 5 cards
All Will Be One
All Will Be One's ability will trigger any time you put one or more counters on a permanent or player. This might be due to a spell or ability resolving, a permanent you control entering the battlefield with counters, or combat damage from a source with toxic, infect, or wither.
If more than one creature with toxic deals combat damage to a player at the same time, those counters are placed as a single event, and the ability triggers one time.
Animar, Soul of Elements
To determine the total cost of a creature spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions. The mana value of the creature remains unchanged, no matter what the total cost to cast it was.
Animar's triggered ability triggers only when a creature spell is cast, after costs are paid. The counter put on Animar for a creature spell won't affect the cost of that creature spell, only future ones.
Animar's triggered ability resolves before the creature spell that causes it to trigger. The ability will resolve even if that spell is countered.
Benevolent Hydra
"Put on another creature you control" includes creatures other than Benevolent Hydra that enter the battlefield with +1/+1 counters on them. If another creature would enter the battlefield with a number of +1/+1 counters on it while you control Benevolent Hydra, it enters with that many counters plus one.
Each additional Benevolent Hydra you control will increase the number of +1/+1 counters placed on anther creature by one.
Forgotten Ancient
Forgotten Ancient's last ability doesn't target any creatures. You choose how many +1/+1 counters will be moved (and onto which creatures) as the ability resolves. Notably, once the ability starts resolving and you make these choices, no player may take actions until the ability has finished resolving.
Forgotten Ancient's first ability will resolve before the spell that caused it to trigger. Putting a +1/+1 counter on Forgotten Ancient is optional.
Mulldrifter
If you pay the evoke cost, you can have Mulldrifter's own triggered ability resolve before the evoke triggered ability. You can cast spells after that ability resolves but before you have to sacrifice Mulldrifter.
To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as an evoke cost), add any cost increases, then apply any cost reductions. The mana value of the spell is determined by only its mana cost, no matter what the total cost to cast that spell was.
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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