

Just Some Totally Normal Guys
Just Some Totally Normal Guys 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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- Cardmarket €15.48 foil €17.48
- Mana Pool $21.86 foil $20.05
- TCGplayer $27.47 foil $26.90
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- Card Kingdom $2.79 foil $3.49
- Cardmarket €2.10 foil €2.42
- Mana Pool $2.07 foil $2.13
- TCGplayer $2.87 foil $3.13
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- Card Kingdom $12.99
- Cardmarket €8.79 foil €14.02
- Mana Pool $10.42 foil $15.40
- TCGplayer $13.67 foil $18.56
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- Cardmarket €8.21 foil €8.29
- Mana Pool $7.80 foil $6.07
- TCGplayer $7.46 foil $7.17
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 |
|---|---|---|---|---|
| Just Some Totally Normal Guys | Foil | Price when it launched: $39.99, from a saved copy of the Secret Lair store page (Wayback Machine). | $55.76 | The store, by $15.77 |
| Just Some Totally Normal Guys | Non-foil | Price when it launched: $29.99, from a saved copy of the Secret Lair store page (Wayback Machine). | $51.47 | The store, by $21.48 |
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
13 rulings for 3 cards
Collector Ouphe
Activated abilities contain a colon. They're generally written "[Cost]: [Effect]." Some keyword abilities (such as equip) are activated abilities and will have a colon in their reminder text. Triggered abilities (starting with "when," "whenever," or "at") are unaffected.
If you control Collector Ouphe, you can't activate any abilities of your artifacts, even if you'd sacrifice Collector Ouphe as a cost to activate one of those abilities.
No abilities of artifacts can be activated, including mana abilities.
Collector Ouphe's ability affects only artifacts on the battlefield. Activated abilities that work in other zones (such as cycling) can still be activated.
Vengevine
Vengevine's triggered ability checks the spells you cast over the course of the entire turn, not just the ones you cast while Vengevine is in your graveyard. For example, if you cast a creature spell, then Vengevine is put into your graveyard, then you cast another creature spell, Vengevine's ability triggers.
An ability that triggers when a player casts a spell resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
Vengevine's triggered ability works only if Vengevine is already in your graveyard as you finish casting your second creature spell in a turn and if it remains there until the triggered ability resolves.
Vengevine's ability triggers only for the second creature spell you cast in a turn. It won't trigger for the third, fourth, or so on. It also doesn't matter how many noncreature spells you cast in a turn; the ability counts only the creature spells.
Void Winnower
Effects that increase or reduce the cost to cast a spell don't affect that spell's mana value.
For creatures on the battlefield with {X} in their mana costs, the value for X is 0. Mistcutter Hydra (a creature with mana cost {X}{G}) could block, but Endless One could not.
For spells with {X} in their mana costs, use the value chosen for X to determine if the spell's mana value is even or not. For example, your opponent could cast Endless One (with mana cost {X}) with X equal to 5, but not with X equal to 6.
The mana value of a face-down creature spell or a face-down creature is 0. Void Winnower will stop face-down creature spells from being cast and face-down creatures from blocking.
Yes, your opponent can't even. We know.
Also Printed in Other Drops
Some of these cards came in other Secret Lair drops too, each with its own art.
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.