

Jim Henson's Labyrinth
Jim Henson's Labyrinth is a : 3 drops and 19 cards. 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 3 drops 19 cards
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Every 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.
Secret Lair x Jim Henson's Labyrinth: Fear Me, Love Me Sold out $29.99 6 cards
Jareth and his goblins: 6 cards from Jim Henson's Labyrinth, and Muxus, Goblin Grandee as the Goblin King can lead the deck.
| Version | Store Price | At the Store |
|---|---|---|
| Non-foil | $29.99 | Sold out |
| Foil | $39.99 | Sold out |
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- Mana Pool foil $52.08
- TCGplayer $48.27 foil $77.77
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- Mana Pool $20.82 foil $20.75
- TCGplayer $14.04
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- Mana Pool $20.82 foil $20.75
- TCGplayer $17.74
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- Mana Pool $20.82 foil $20.82
- TCGplayer $19.87
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- Mana Pool $20.82 foil $20.82
- TCGplayer foil $22.56
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- Cardmarket €24.95
- Mana Pool $41.66 foil $41.66
- TCGplayer $49.99
Secret Lair x Jim Henson's Labyrinth: Should You Need Us Sold out $29.99 6 cards
Sarah, Hoggle, Ludo, Sir Didymus, the Worm and the Wiseman: 6 Labyrinth cards, and every one of them can be your commander.
| Version | Store Price | At the Store |
|---|---|---|
| Non-foil | $29.99 | Sold out |
| Foil | $39.99 | Sold out |
Secret Lair x Jim Henson's Labyrinth: Through the Labyrinth On sale now $29.99 7 cards
7 scenes from the film as cards, from the Fireys to the Shaft of Hands. Rogue's Passage and Thran Temporal Gateway are in here.
| Version | Store Price | At the Store |
|---|---|---|
| Non-foil | $29.99 | On sale now |
| Foil | $39.99 | On sale now |
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 |
|---|---|---|---|---|---|
| Secret Lair x Jim Henson's Labyrinth: Fear Me, Love Me | Foil | $39.99 | Sold out | ||
| Secret Lair x Jim Henson's Labyrinth: Fear Me, Love Me | Non-foil | $29.99 | Sold out | ||
| Secret Lair x Jim Henson's Labyrinth: Should You Need Us | Foil | $39.99 | Sold out | ||
| Secret Lair x Jim Henson's Labyrinth: Should You Need Us | Non-foil | $29.99 | Sold out | ||
| Secret Lair x Jim Henson's Labyrinth: Through the Labyrinth | Foil | $39.99 | On sale now | N/A | |
| Secret Lair x Jim Henson's Labyrinth: Through the Labyrinth | Non-foil | $29.99 | On sale now | N/A |
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
61 rulings for 17 cards
Boggart Shenanigans
While it appears only on cards that already have other card types, kindred is a card type and will be counted by effects that refer to the number of card types among cards in a zone.
This cards was originally printed with the "tribal" card type. That card type has been replaced with "kindred". This change does not affect the gameplay function of this card.
Kindred is a card type that allows noncreature cards to have creature types. For example, Echoes of Eternity is an Eldrazi (although not a creature) while on the battlefield and an Eldrazi card (although not a creature card) in zones other than the battlefield.
Chronomantic Escape
The mana value of a spell cast without paying its mana cost is determined by its mana cost, even though that cost wasn't paid.
Cards exiled with suspend are exiled face up.
Exiling a card with suspend isn't casting that card. This action doesn't use the stack and can't be responded to.
If the spell requires any targets, those targets are chosen when the spell is finally cast, not when it's exiled.
If you cast a card "without paying its mana cost," such as with suspend, you can't choose to cast it for any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, you must pay those if you want to cast the card.
If the first triggered ability of suspend (the one that removes time counters) is countered, no time counter is removed. The ability will trigger again at the beginning of the card's owner's next upkeep.
If the second triggered ability is countered, the card can't be cast. It remains exiled with no time counters on it, and it's no longer suspended.
When the last time counter is removed, the second triggered ability of suspend (the one that lets you cast the card) triggers. It doesn't matter why the last time counter was removed or what effect removed it.
Due to a recent rules change to suspend, you are no longer required to cast the suspended card as the second triggered ability of suspend resolves. Instead, as the second triggered ability resolves, you may cast the card. Timing permissions based on the card's type are ignored. If you don't cast the card, it remains exiled with no time counters on it, and it's no longer suspended.
Suspend is a keyword that represents three abilities. The first is a static ability that allows you to exile the card from your hand with the specified number of time counters (the number before the dash) on it by paying its suspend cost (listed after the dash). The second is a triggered ability that removes a time counter from the suspended card at the beginning of each of your upkeeps. The third is a triggered ability that gives you the option to cast the card when the last time counter is removed.
If the card has {X} in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
If an effect refers to a "suspended card," that means a card that (1) has suspend, (2) is in exile, and (3) has one or more time counters on it.
You can exile a card in your hand using suspend any time you could cast that card. Consider its card type, any effects that modify when you could cast it (such as flash) and any other effects that stop you from casting it (such as from Meddling Mage's ability) to determine if and when you can do this. Whether you could actually complete all steps in casting the card is irrelevant. For example, you can exile a card with suspend that has no mana cost or that requires a target even if no legal targets are available at that time.
Unless some effect explicitly says otherwise, a creature that can't attack you can still attack a planeswalker you control.
Chronomantic Escape can affect creatures that aren't on the battlefield at the time it resolves, because it modifies the announcement of an attack, not the creatures on the battlefield. For example, if Chronomantic Escape resolves on your turn, then on your opponent's turn they cast a creature with haste, that creature can't attack that turn.
Claim the Firstborn
Gaining control of a creature doesn't cause you to gain control of any Auras or Equipment attached to it.
If a creature on the battlefield has {X} in its mana cost, X is considered to be 0.
Claim the Firstborn can target any creature with mana value 3 or less, even one that's untapped or one you already control.
Dance with Calamity
You can look at each card you exile before deciding whether to push your luck or stop.
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 danced with calamity a little too closely, and the total mana value of the exiled cards is greater than 13, the cards you exiled will remain there and you won't get to cast any of them.
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.
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.
If you cast any of the exiled cards, you do so as part of the resolution of the spell. You can't wait to cast them later in the turn. Timing restrictions based on a card's type are ignored.
Any cards not cast, including land cards, remain in exile. They can't be cast on later turns.
Delayed Blast Fireball
Delayed Blast Fireball deals 5 damage if it was cast from exile for any reason; it doesn't have to be from its foretell ability.
Casting a foretold card from exile follows the timing rules for that card. If you foretell an instant card, you can cast it as soon as the next player's turn. In most cases, if you foretell a card that isn't an instant (or doesn't have flash), you'll have to wait until your next turn to cast it.
Because exiling a card with foretell from your hand is a special action, you can do so any time you have priority during your turn, including in response to spells and abilities. Once you announce you're taking the action, no other player can respond by trying to remove the card from your hand.
If you're casting a foretold card from exile for its foretell cost, you can't choose to cast it for any other alternative costs. You can, however, pay additional costs, such as kicker costs. If the card has any mandatory additional costs, those must be paid to cast the spell.
Goblin Rabblemaster
If, during your declare attackers step, a creature that must attack if able is tapped, is affected by a spell or ability that says it can't attack, or hasn't been under your control continuously since the turn began (and doesn't have haste), then it doesn't attack. If there's a cost associated with having a creature attack, you're not forced to pay that cost, so it doesn't have to attack in that case either.
Although Goblin Rabblemaster doesn't force itself to attack, if you control two of them, they'll force each other to attack if able.
The number of attacking Goblins is counted as the last ability resolves, and the bonus is locked in at that time.
Jodah, the Unifier
If you cast a spell “without paying its mana cost,” you can’t choose to cast it for any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, you must pay those to cast the spell.
If you exile your entire library without exiling a legendary nonland card with lesser mana value, you will randomize the exiled cards and they again become your library, ending the effect. You will not continue to exile and shuffle your library forever.
The mana value of the spell that caused the ability to trigger is determined only by its mana cost, no matter what the total cost to cast the spell was. If that spell had an {X} in its cost, include the chosen value for X when determining its mana value.
If the legendary nonland card exiled this way is a modal double-faced card, and the back face is also a nonland card face, you may cast either face, even if the back face isn’t legendary.
The types and mana value of a double-faced card in exile are determined by the characteristics of its front face. The mana value of a split card is the total mana value of both halves of the split card added together.
If you choose not to cast the card, it remains in exile. The rest of the cards will be put on the bottom of your library in a random order.
The legendary nonland card exiled may be cast immediately. If you do not cast it immediately, you don’t get to cast it at a later time.
You exile the cards face up. All players will be able to see them.
If the card has {X} in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
Both Jodah, the Unifier’s triggered ability and the spell cast with that ability resolve before the spell that caused the ability to trigger, even if the original spell was countered in response.
Kami of the Crescent Moon
The additional draw triggers just after the normal draw for the turn happens.
Kogla, the Titan Ape
If the target Human is an illegal target by the time Kogla's last ability tries to resolve, the ability won't resolve. Kogla won't gain indestructible.
If the target creature is an illegal target when Kogla's first ability tries to resolve, the ability doesn't resolve. If it's a legal target but Kogla is no longer on the battlefield when the ability resolves, the target creature won't deal or be dealt damage.
Leveler
You won't lose the game until you try to draw from the empty library.
Lu Xun, Scholar General
Lu Xun's second ability triggers whenever it deals damage to an opponent for any reason. It's not limited to combat damage.
Despite the similarities between horsemanship and flying, horsemanship doesn't interact with flying or reach.
Muxus, Goblin Grandee
If a card in a player's library has {X} in its mana cost, X is considered to be 0.
The bonus Muxus gets is determined only as its last ability resolves. Once that happens, the bonus won't change later in the turn even if the number of Goblins you control changes.
Rogue's Passage
Activating the second ability of Rogue's Passage after a creature has become blocked won't cause that creature to become unblocked.
Shigeki, Jukai Visionary
Discarding the card is part of the cost to activate a channel ability.
If a channel ability requires a target, you may not activate it without a target just to discard the card.
Tempt with Discovery
Your opponents decide in turn order whether or not they accept the offer, starting with the opponent on your left. Each opponent will know the decisions of previous opponents in turn order when making their decision.
After each opponent has decided, the effect happens simultaneously for each one who accepted the offer. Then, the effect happens again for you a number of times equal to the number of opponents who accepted.
Thran Temporal Gateway
A card, spell, or permanent is historic if it has the legendary supertype, the artifact card type, or the Saga subtype. Having two of those qualities doesn’t make an object more historic than another or provide an additional bonus—an object either is historic or it isn’t.
Trinisphere
To determine the total cost of a spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions. Finally, apply Trinisphere's effect if the mana component of the spell's cost is less than three mana. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
If Trinisphere leaves the battlefield or becomes tapped or untapped as a cost to cast a spell, this cost is paid after you've locked in the total cost.
Also Printed in Other Drops
Some of these cards came in other Secret Lair drops too, each with its own art.
- Boggart ShenanigansGoblin Storm
- Delayed Blast FireballPixel Perfect
- Goblin RabblemasterValentine's Day 2021
- Jodah, the UnifierSpongeBob SquarePants: Legends of Bikini Bottom
- Kami of the Crescent MoonKamigawa Ink
- Kogla, the Titan ApeShowcase: March of the Machine Vol. 3
- Muxus, Goblin GrandeeGoblin & Squabblin'
- Rogue's PassageHatsune Miku, Dwarf Fortress: Create New World, Heads I Win, Tails You Lose
- TrinisphereFallout: Vault Boy
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.










