

Jurassic World: Life Breaks Free
Jurassic World: Life Breaks Free 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
Sign in to see which of these cards you already own. Sign in We could not check your collection just now. Try again in a minute.
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.
-
- Card Kingdom $69.99
- Cardmarket €48.81
- Mana Pool $73.97 foil $83.56
- TCGplayer $71.87 foil $82.10
-
- Card Kingdom $27.99
- Cardmarket €14.32
- Mana Pool $23.92 foil $23.35
- TCGplayer $30.35 foil $25.89
-
- Card Kingdom
- Cardmarket €26.19
- Mana Pool $35.19 foil $39.48
- TCGplayer $39.80 foil $43.57
-
- Card Kingdom
- Cardmarket €20.90
- Mana Pool $28.23 foil $34.02
- TCGplayer $27.94 foil $32.28
-
- Card Kingdom $34.99
- Cardmarket €26.51
- Mana Pool $41.68 foil $45.84
- TCGplayer $43.46 foil $44.43
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 |
|---|---|---|---|---|
| Jurassic World: Life Breaks Free | Foil | Price when it launched: $39.99, from a saved copy of the Secret Lair store page (Wayback Machine). | $228.27 | The store, by $188.28 |
| Jurassic World: Life Breaks Free | Non-foil | Price when it launched: $29.99, from a saved copy of the Secret Lair store page (Wayback Machine). | $213.42 | The store, by $183.43 |
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 4 cards
Etali, Primal Storm
If you cast any of the exiled cards, you do so as part of the resolution of the triggered ability. You can't wait to cast them later in the turn. Timing permissions based on a card's type are ignored, and the spells resolve before blockers are declared.
If you cast a card "without paying its mana cost," you can't pay any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, those must be paid to cast the card.
If you cast more than one of the exiled cards, you choose the order in which to cast them. A spell you cast this way can be the target of a later spell you cast this way. However, permanent spells cast this way won't resolve until you're done casting spells, so the permanents they become can't be the target of spells cast this way. For example, if you exile Twincast and Lightning Strike, you can cast Lightning Strike and then cast Twincast targeting it; but if you exile a creature card and an Aura card, you can't cast that Aura targeting that creature.
Because all attacking creatures are chosen at once, a creature cast this way can't attack during the same combat as Etali, even if it has haste.
Any cards not cast, including land cards, remain in exile. They can't be cast on later turns, even if Etali attacks again.
In a multiplayer game, if a player leaves the game, all cards that player owns leave as well. If you leave the game, any spells or permanents you control from Etali's ability are exiled.
If an exiled card has {X} in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
Polyraptor
If lethal damage is dealt to a creature with an enrage ability, that ability triggers. The creature with that enrage ability leaves the battlefield before that ability resolves, so it won't be affected by the resolving ability.
If multiple sources deal damage to a creature with an enrage ability at the same time, most likely because multiple creatures blocked that creature, the enrage ability triggers only once.
The token won't copy counters or damage marked on Polyraptor, nor will it copy other effects that have changed Polyraptor's power, toughness, types, color, or so on. Normally, this means the token will simply be a Polyraptor. But if any copy effects have affected that Polyraptor, they're taken into account.
The token will have Polyraptor's ability. It will also be able to create copies of itself.
If Polyraptor leaves the battlefield before its triggered ability resolves, most likely because it was dealt lethal damage, the token will still enter the battlefield as a copy of Polyraptor, using Polyraptor's copiable values from when it was last on the battlefield.
Rampaging Ferocidon
If an effect says to set a player's life total to a number that's higher than the player's current life total while Rampaging Ferocidon is on the battlefield, the player's life total doesn't change.
If another creature enters the battlefield at the same time as Rampaging Ferocidon, its last ability triggers.
Spells and abilities that cause players to gain life still resolve while Rampaging Ferocidon is on the battlefield. No player will gain life, but any other effects of that spell or ability will happen.
Rampaging Ferocidon's last ability triggers whenever any player has a creature enter the battlefield, including you.
Wayward Swordtooth
If your tenth permanent enters the battlefield and then a permanent leaves the battlefield immediately afterwards (most likely due to the "Legend Rule" or due to being a creature with 0 toughness), you get the city's blessing before it leaves the battlefield.
Wayward Swordtooth's middle ability is cumulative if you control more than one. It's also cumulative with other effects that let you play additional lands, such as the one from Enter the Unknown.
If you control ten permanents but don't control a permanent or resolving spell with ascend, you don't get the city's blessing. For example, if you control ten permanents, lose control of one, then cast Golden Demise, you won't have the city's blessing and the spell will affect creatures you control.
Once you have the city's blessing, you have it for the rest of the game, even if you lose control of some or all of your permanents. The city's blessing isn't a permanent itself and can't be removed by any effect.
If you cast a spell with ascend, you don't get the city's blessing until it resolves. Players may respond to that spell by trying to change whether you get the city's blessing.
A permanent is any object on the battlefield, including tokens and lands. Spells and emblems aren't permanents.
Ascend on a permanent isn't a triggered ability and doesn't use the stack. Players can respond to a spell that will give you your tenth permanent, but they can't respond to getting the city's blessing once you control that tenth permanent. This means that if your tenth permanent is a land you play, players can't respond before you get the city's blessing.
Also Printed in Other Drops
Some of these cards came in other Secret Lair drops too, each with its own art.
More from this theme
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.