

Imaginary Friends
Imaginary Friends 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
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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 $5.99 foil $4.49
- Cardmarket €2.50 foil €4.11
- Mana Pool $3.38 foil $3.25
- TCGplayer $3.75 foil $4.48
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- Card Kingdom $23.99 foil $32.99
- Cardmarket €20.65 foil €24.17
- Mana Pool $23.44 foil $25.93
- TCGplayer $22.82 foil $27.30
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- Card Kingdom $7.99 foil $11.99
- Cardmarket €7.75 foil €10.05
- Mana Pool $8.75 foil $9.11
- TCGplayer $9.45 foil $10.22
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- Card Kingdom foil $32.99
- Cardmarket €24.40 foil €26.04
- Mana Pool $25.00 foil $28.13
- TCGplayer $24.00 foil $28.34
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 |
|---|---|---|---|---|
| Imaginary Friends | Foil | Price when it launched: $39.99, from a saved copy of the Secret Lair store page (Wayback Machine). | $70.34 | The store, by $30.35 |
| Imaginary Friends | Non-foil | Price when it launched: $29.99, from a saved copy of the Secret Lair store page (Wayback Machine). | $60.02 | The store, by $30.03 |
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
27 rulings for 4 cards
Matter Reshaper
If you put an Aura card onto the battlefield this way, you choose what it enchants as it enters the battlefield. You must be able to choose a legal player or permanent or you can’t put the Aura onto the battlefield.
If you don’t put the card onto the battlefield for any reason, you put the card into your hand.
Pir, Imaginative Rascal
The triggered ability of the "partner with" keyword still triggers in a Commander game. If your other commander has somehow ended up in your library, you can find it. You can also target another player who might have that card in their library.
"Partner with [name]" represents two abilities. The first is a triggered ability: "When this permanent enters the battlefield, target player may search their library for a card named [name], reveal it, put it into their hand, then shuffle their library."
Note that the target player searches their library (which may be affected by effects such as that of Stranglehold) and that the card they find is revealed, even though these words aren't included in the ability's reminder text.
Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional {2} the first time you cast the other. A player loses the game after having been dealt 21 damage from one of them, not from both of them combined. Command Beacon's effect puts one into your hand from the command zone, not both.
To have two commanders, both must have the partner ability (featured in the Magic: The Gathering—Commander™ (2016 Edition) set) or corresponding "partner with" abilities as the game begins. A creature with a "partner with" ability can't partner with any creature other than its designated partner. Losing a partner ability during the game doesn't cause either to cease to be your commander.
The second ability represented by the "partner with [name]" keyword modifies the rules for deck construction in the Commander variant and has no function outside of that variant. If a legendary creature card with "partner with [name]" is designated as your commander, the named legendary creature card can also be designated as your commander. For more information on the Commander variant, please visit Wizards.com/Commander.
An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
Pir's effect can't apply to itself as it's entering the battlefield or to any other permanent entering the battlefield at the same time as it.
If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Khorvath and Sylvia are your commanders, your deck may contain cards with red and/or white in their color identity, but not blue, black, or green.
Both commanders start in the command zone, and the remaining 98 cards of your deck are shuffled to become your library.
If an effect includes multiple instructions to put one or more counters on a permanent, such as Lifecrafter's Gift does, Pir's effect applies to each of those instructions.
If a permanent your team controls would enter the battlefield with one or more counters of any kind on it, it enters with that many plus one instead.
The Gitrog Monster
If multiple land cards are put into your graveyard at once, The Gitrog Monster's last ability triggers only once. This could happen because an effect put them there from your library at the same time (such as by a mill effect) or because they were destroyed at the same time (such as two land creatures that were dealt lethal combat damage).
Toothy, Imaginary Friend
If enough -1/-1 counters are put on Toothy at the same time to make its toughness 0 or less, the number of +1/+1 counters on it before it got any -1/-1 counters will be used to determine how many cards you draw. For example, if there are two +1/+1 counters on Toothy and it gets three -1/-1 counters, you'll draw two cards.
If you draw multiple cards, Toothy's middle ability triggers that many times. If your team also controls Pir, each of those resolving triggered abilities puts two +1/+1 counters on Toothy.
If a spell or ability causes you to put cards in your hand without specifically using the word "draw," Toothy's middle ability won't trigger.
The triggered ability of the "partner with" keyword still triggers in a Commander game. If your other commander has somehow ended up in your library, you can find it. You can also target another player who might have that card in their library.
"Partner with [name]" represents two abilities. The first is a triggered ability: "When this permanent enters the battlefield, target player may search their library for a card named [name], reveal it, put it into their hand, then shuffle their library."
Note that the target player searches their library (which may be affected by effects such as that of Stranglehold) and that the card they find is revealed, even though these words aren't included in the ability's reminder text.
Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional {2} the first time you cast the other. A player loses the game after having been dealt 21 damage from one of them, not from both of them combined. Command Beacon's effect puts one into your hand from the command zone, not both.
To have two commanders, both must have the partner ability (featured in the Magic: The Gathering—Commander™ (2016 Edition) set) or corresponding "partner with" abilities as the game begins. A creature with a "partner with" ability can't partner with any creature other than its designated partner. Losing a partner ability during the game doesn't cause either to cease to be your commander.
The second ability represented by the "partner with [name]" keyword modifies the rules for deck construction in the Commander variant and has no function outside of that variant. If a legendary creature card with "partner with [name]" is designated as your commander, the named legendary creature card can also be designated as your commander. For more information on the Commander variant, please visit Wizards.com/Commander.
An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Khorvath and Sylvia are your commanders, your deck may contain cards with red and/or white in their color identity, but not blue, black, or green.
Both commanders start in the command zone, and the remaining 98 cards of your deck are shuffled to become your library.
From the same superdrop
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