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Keep Partying Hard, Shred Harder Than You Previously Thought Possible

Keep Partying Hard, Shred Harder Than You Previously Thought Possible 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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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.

  • Tevesh Szat, Doom of Fools

    Tevesh Szat, Doom of Fools

    Legendary Planeswalker — Szat

    • Card Kingdom $21.99 foil $42.99
    • Cardmarket €21.52 foil €27.89
    • Mana Pool $28.14 foil $35.36
    • TCGplayer $24.72 foil $36.15
  • Godo, Bandit Warlord

    Godo, Bandit Warlord

    Legendary Creature — Human Barbarian

    • Card Kingdom $8.99 foil $16.99
    • Cardmarket €8.60 foil €10.53
    • Mana Pool $11.81 foil $13.95
    • TCGplayer $13.36 foil $16.36
  • Jeska, Thrice Reborn

    Jeska, Thrice Reborn

    Legendary Planeswalker — Jeska

    • Card Kingdom $37.99 foil $59.99
    • Cardmarket €23.53 foil €34.60
    • Mana Pool $35.41 foil $45.07
    • TCGplayer $34.47 foil $56.16
  • Vial Smasher the Fierce

    Vial Smasher the Fierce

    Legendary Creature — Goblin Berserker

    • Card Kingdom $17.99 foil $22.99
    • Cardmarket €13.02 foil €15.89
    • Mana Pool $12.76 foil $16.20
    • TCGplayer $13.34 foil $16.38

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.

DropVersionStore PriceCards One at a TimeCheaper
Keep Partying Hard, Shred Harder Than You Previously Thought Possible Foil Price when it launched: $39.99, from the community Magic wiki (mtg.wiki). $125.05 The store, by $85.06
Keep Partying Hard, Shred Harder Than You Previously Thought Possible Non-foil Price when it launched: $29.99, from the community Magic wiki (mtg.wiki). $85.89 The store, by $55.90

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, and from Scryfall, the card database Magic players use.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

34 rulings for 4 cards

Godo, Bandit Warlord

Wizards of the Coast 7 Aug 2020

Unlike many effects that grant additional combat phases, you don't get an additional main phase with Godo, Bandit Warlord's ability. The additional combat phase happens immediately after the first combat phase.

Jeska, Thrice Reborn

Wizards of the Coast 10 Nov 2020

For a creature affected by Jeska's second ability, if that creature has trample, only the damage dealt to the defending player is tripled (as long as that player is one of your opponents). For example, say you activate that ability targeting a 5/5 creature with trample, attack one of your opponents with that creature, and that creature is blocked by a 3/3 creature. You could assign 3 damage to the blocking creature and 2 damage to the defending player. If you did, your attacker would deal 3 damage to the blocking creature and 6 damage (2 damage tripled) to the defending player. All of the damage remains combat damage.

Wizards of the Coast 10 Nov 2020

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 any one of them, not from both of them combined.

Wizards of the Coast 10 Nov 2020

Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.

Wizards of the Coast 10 Nov 2020

An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.

Wizards of the Coast 10 Nov 2020

If a creature is targeted by Jeska's second ability twice, combat damage it would deal one of your opponents is multiplied by nine. Three abilities multiply the damage by twenty-seven, and so on.

Wizards of the Coast 10 Nov 2020

If you cast Jeska, Thrice Reborn and she is your commander, that casting counts for her first ability.

Wizards of the Coast 10 Nov 2020

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 Falthis and Kediss are your commanders, your deck may contain cards with black and/or red in their color identity, but not cards with green, white, or blue.

Wizards of the Coast 10 Nov 2020

If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.

Wizards of the Coast 10 Nov 2020

To have two commanders, both must have the partner ability as the game begins. Losing the ability during the game doesn't cause either to cease to be your commander.

Wizards of the Coast 10 Nov 2020

You can choose two commanders with partner that are the same color or colors. In Commander Draft, you can even choose two of the same commander with partner if you drafted them. If you do this, make sure you keep the number of times you've cast each from the command zone clear for "commander tax" purposes.

Tevesh Szat, Doom of Fools

Wizards of the Coast 10 Nov 2020

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 any one of them, not from both of them combined.

Wizards of the Coast 10 Nov 2020

As the third ability is resolving, you'll gain control of all commanders that were already on the battlefield before the commanders from the command zone enter the battlefield under your control.

Wizards of the Coast 10 Nov 2020

Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.

Wizards of the Coast 10 Nov 2020

An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.

Wizards of the Coast 10 Nov 2020

If you leave the game, each commander you gained control of is returned to its previous controller's control. Each commander that entered the battlefield under your control is exiled (from there, its owner may return it to the command zone).

Wizards of the Coast 10 Nov 2020

For the second ability of Tevesh Szat, Doom of Fools, you choose whether to sacrifice anything and what to sacrifice as the ability resolves.

Wizards of the Coast 10 Nov 2020

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 Falthis and Kediss are your commanders, your deck may contain cards with black and/or red in their color identity, but not cards with green, white, or blue.

Wizards of the Coast 10 Nov 2020

If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.

Wizards of the Coast 10 Nov 2020

To have two commanders, both must have the partner ability as the game begins. Losing the ability during the game doesn't cause either to cease to be your commander.

Wizards of the Coast 10 Nov 2020

You can choose two commanders with partner that are the same color or colors. In Commander Draft, you can even choose two of the same commander with partner if you drafted them. If you do this, make sure you keep the number of times you've cast each from the command zone clear for "commander tax" purposes.

Vial Smasher the Fierce

Wizards of the Coast 10 Nov 2020

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 any one of them, not from both of them combined.

Wizards of the Coast 10 Nov 2020

Vial Smasher's triggered ability triggers when you cast your first spell each turn, regardless of whose turn it is.

Wizards of the Coast 10 Nov 2020

Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.

Wizards of the Coast 10 Nov 2020

An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.

Wizards of the Coast 10 Nov 2020

The opponent to be dealt damage is chosen at random while the triggered ability is resolving. After that opponent is chosen, you choose whether damage will be dealt to that player or to a planeswalker they control, and if so, which planeswalker. No player may take any actions between the damage recipient being chosen and the damage being dealt.

Wizards of the Coast 10 Nov 2020

Vial Smasher has to be on the battlefield at the moment you cast your first spell. If that spell causes Vial Smasher to leave the battlefield as an additional cost to cast it, Vial Smasher's ability can't trigger. If that spell is Vial Smasher itself, Vial Smasher's ability can't trigger.

Wizards of the Coast 10 Nov 2020

For spells with {X} in their mana costs, use the value chosen for X to determine the spell's mana value.

Wizards of the Coast 10 Nov 2020

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 Falthis and Kediss are your commanders, your deck may contain cards with black and/or red in their color identity, but not cards with green, white, or blue.

Wizards of the Coast 10 Nov 2020

Vial Smasher's triggered ability resolves before the spell that caused it to trigger. If Vial Smasher's ability resolves and the spell that caused it to trigger has been countered, use that spell's mana value as it last existed on the stack to determine how much damage is dealt.

Wizards of the Coast 10 Nov 2020

If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.

Wizards of the Coast 10 Nov 2020

To have two commanders, both must have the partner ability as the game begins. Losing the ability during the game doesn't cause either to cease to be your commander.

Wizards of the Coast 10 Nov 2020

You can choose two commanders with partner that are the same color or colors. In Commander Draft, you can even choose two of the same commander with partner if you drafted them. If you do this, make sure you keep the number of times you've cast each from the command zone clear for "commander tax" purposes.

Scryfall note 17 Apr 2017

Vial Smasher the Fierce is banned as a commander in Duel Commander format, but it may be part of your deck.

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.

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