

God of War: Greek
God of War: Greek 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 $39.99 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 | $39.99 | Sold out |
| Foil | $49.99 | Sold out |
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- Card Kingdom $54.99 foil $64.99
- Cardmarket €32.01 foil €47.33
- Mana Pool $45.84 foil $57.32
- TCGplayer $49.10 foil $52.04
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- Card Kingdom $11.99 foil $15.99
- Cardmarket €8.78 foil €11.15
- Mana Pool $11.34 foil $13.59
- TCGplayer $11.00 foil $14.96
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- Card Kingdom $7.99 foil $20.99
- Cardmarket €4.78 foil €13.14
- Mana Pool $6.08 foil $13.41
- TCGplayer $8.46 foil $14.31
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- Card Kingdom $2.49 foil $3.49
- Cardmarket €2.50 foil €3.12
- Mana Pool $1.59 foil $1.86
- TCGplayer $2.05 foil $2.56
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- Card Kingdom $17.99 foil $19.99
- Cardmarket €8.73 foil €11.06
- Mana Pool $14.55 foil $14.46
- TCGplayer $15.71 foil $15.78
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 |
|---|---|---|---|---|
| God of War: Greek | Foil | $49.99 | $99.65 | The store, by $49.66 |
| God of War: Greek | Non-foil | $39.99 | $86.32 | The store, by $46.33 |
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 |
|---|---|---|---|---|---|
| God of War: Greek | Foil | $49.99 | Sold out | ||
| God of War: Greek | Non-foil | $39.99 | Sold out |
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
15 rulings for 2 cards
Pyrohemia
Note that "until end of turn" effects wear off after "at the beginning of the end step" triggered abilities, so an artifact that animates until end of turn can keep this on the battlefield.
It will stay on the battlefield if there is a creature that is put into the graveyard during the end step. This is because this ability will not trigger at all if there is at least one creature on the battlefield as the end step begins.
Each activation is considered a new damage effect. An activation can only be 1 point of damage.
World at War
Rebound will have no effect on copies of spells because you don’t cast them from your hand.
Unlike other similar cards (such as Relentless Assault), World at War doesn’t untap the creatures that have attacked this turn when it resolves. Rather, those creatures untap when the new combat phase created by the spell begins. All creatures that attacked this turn untap, regardless of which combat phase they attacked in (if there have been more than one) or who controls them (if you’re playing a Two-Headed Giant game, for example).
If you cast a card from exile this way, it will go to your graveyard when it resolves, fails to resolve, or is countered. It won’t go back to exile.
If a replacement effect would cause a spell with rebound that you cast from your hand to be put somewhere else instead of your graveyard (such as Leyline of the Void might), you choose whether to apply the rebound effect or the other effect as the spell resolves.
If you cast a spell with rebound from your hand and it resolves, it isn’t put into your graveyard. Rather, it’s exiled directly from the stack. Effects that care about cards being put into your graveyard won’t do anything.
If a spell with rebound that you cast from your hand doesn’t resolve for any reason (due being countered by a spell like Cancel, or because all of its targets are illegal), rebound has no effect. The spell is simply put into your graveyard. You won’t get to cast it again next turn.
At the beginning of your upkeep, all delayed triggered abilities created by rebound effects trigger. You may handle them in any order. If you want to cast a card this way, you do so as part of the resolution of its delayed triggered ability. Timing restrictions based on the card’s type (if it’s a sorcery) are ignored. Other restrictions are not (such as the one from Rule of Law).
If you are unable to cast a card from exile this way, or you choose not to, nothing happens when the delayed triggered ability resolves. The card remains exiled for the rest of the game, and you won’t get another chance to cast the card. The same is true if the ability is countered (due to Stifle, perhaps).
If you cast a spell with rebound from anywhere other than your hand (such as from your graveyard due to Sins of the Past, from your library due to cascade, or from your opponent’s hand due to Sen Triplets), rebound won’t have any effect. If you do cast it from your hand, rebound will work regardless of whether you paid its mana cost (for example, if you cast it from your hand due to Maelstrom Archangel).
Multiple World at War effects are cumulative, as long as they’re cast early enough. The first one modifies the turn structure to this: beginning phase, precombat main phase, combat phase, postcombat main phase, [new combat phase], [new postcombat main phase], ending phase. Each subsequent one inserts another combat phase and main phase into the turn after the original postcombat main phase and before the newest combat phase.
As long as World at War resolves before the first postcombat main phase of a turn ends, it will have its full effect. That will happen in most cases, since it’s a sorcery (meaning it’s probably cast during the first or second main phase of a turn), and it has rebound (meaning it’ll be cast during your upkeep). If, however, it’s cast later than that, it won’t create any new phases. For example, if one World at War creates a second combat phase and a third main phase in a turn, then a second World at War is cast during that third main phase, no additional phases are created. The rebound effect still works, though.
You don’t have to attack with any creatures during the new combat phase.
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