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Secret Lair Theme

Lilest Walkers

Lilest Walkers 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 5 cards

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.

  • Karn, Scion of Urza

    Karn, Scion of Urza

    Legendary Planeswalker — Karn

    • Card Kingdom $6.99
    • Cardmarket €7.84
    • Mana Pool $5.21 foil $4.16
    • TCGplayer $8.17 foil $4.43
  • Chandra, Flame's Catalyst

    Chandra, Flame's Catalyst

    Legendary Planeswalker — Chandra

    • Card Kingdom
    • Cardmarket €6.42
    • Mana Pool $5.93 foil $4.67
    • TCGplayer $7.08 foil $4.63
  • Aminatou, the Fateshifter

    Aminatou, the Fateshifter

    Legendary Planeswalker — Aminatou

    • Cardmarket €27.33 foil €32.03
    • Mana Pool foil $24.78
    • TCGplayer $27.54 foil $30.25
  • Daretti, Ingenious Iconoclast

    Daretti, Ingenious Iconoclast

    Legendary Planeswalker — Daretti

    • Card Kingdom $5.49
    • Cardmarket €4.82
    • Mana Pool $3.70 foil $3.64
    • TCGplayer $4.83 foil $2.57
  • Venser, the Sojourner

    Venser, the Sojourner

    Legendary Planeswalker — Venser

    • Card Kingdom $7.99
    • Cardmarket €5.31
    • Mana Pool $6.76 foil $3.93
    • TCGplayer $6.95 foil $5.27

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
Lilest Walkers Foil Price when it launched: $39.99, from the community Magic wiki (mtg.wiki). $47.15 The store, by $7.16
Lilest Walkers Non-foil Price when it launched: $29.99, from the community Magic wiki (mtg.wiki). $54.57 The store, by $24.58

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 5 cards

Aminatou, the Fateshifter

Wizards of the Coast 13 Jul 2018

You draw a card and put one back all while Aminatou's first ability is resolving. Nothing can happen between the two, and no player may choose to take actions.

Wizards of the Coast 13 Jul 2018

The effect of Aminatou's third ability lasts indefinitely. It continues to apply after Aminatou (or her controller) leaves the game.

Wizards of the Coast 13 Jul 2018

Once the exiled permanent returns, it's considered a new object with no relation to the object that it was. Auras attached to the exiled permanent will be put into their owners' graveyards. Equipment attached to the exiled permanent will become unattached and remain on the battlefield. Any counters on the exiled permanent will cease to exist.

Wizards of the Coast 13 Jul 2018

As Aminatou's third ability resolves, you choose a direction, then each player takes control of their new permanents at the same time.

Wizards of the Coast 13 Jul 2018

In a multiplayer game, if a player leaves the game, all cards that player owns leave as well. The effect of Aminatou's third ability stops applying to all permanents that player controlled and control of them reverts to their previous controller.

Wizards of the Coast 13 Jul 2018

Aminatou's second ability can target any permanent you own, including those another player controls.

Wizards of the Coast 13 Jul 2018

In a two-player game, each player gains control of each permanent the other controls (aside from Aminatou) no matter which direction you choose.

Wizards of the Coast 13 Jul 2018

If a token is exiled this way, it will cease to exist and won't return to the battlefield.

Chandra, Flame's Catalyst

Wizards of the Coast 23 Jun 2020

If you have no cards in hand while Chandra's last ability is resolving, you still draw seven cards and may cast spells from your hand without paying their mana costs this turn.

Wizards of the Coast 23 Jun 2020

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, those must be paid to cast the spell.

Wizards of the Coast 23 Jun 2020

If a spell has {X} in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.

Wizards of the Coast 23 Jun 2020

If you wish to cast the target card, you must cast it while Chandra's second ability is resolving. You can't cast it later in the turn.

Wizards of the Coast 23 Jun 2020

Chandra's last ability doesn't change when you may cast those spells. For example, you can't cast a sorcery spell from your hand during combat.

Wizards of the Coast 23 Jun 2020

In a Two-Headed Giant game, Chandra's first ability causes the opposing team to lose 6 life.

Wizards of the Coast 23 Jun 2020

You must pay the costs for the spell you wish to cast with Chandra's second ability. If that spell has any alternative costs, you may pay those.

Daretti, Ingenious Iconoclast

Wizards of the Coast 23 Aug 2016

For the second ability, you choose the target artifact or creature as you activate the ability. You choose whether to sacrifice an artifact and which artifact to sacrifice as the ability resolves.

Wizards of the Coast 23 Aug 2016

For the last ability, if you choose an artifact on the battlefield as the target, and that artifact is no longer on the battlefield as the ability tries to resolve, the ability won’t resolve and none of its effects will happen. You won’t get any tokens. This is true even if the card that represented that artifact is now in a graveyard. That card will be a different object than it was on the battlefield.

Karn, Scion of Urza

Wizards of the Coast 27 Apr 2018

Karn is colorless but not an artifact. The Construct tokens created by Karn's last ability don't count Karn.

Wizards of the Coast 27 Apr 2018

A token created by Karn's last ability will count itself, so it'll be at least 1/1.

Venser, the Sojourner

Wizards of the Coast 1 Jan 2011

A permanent exiled by the first ability will return to the battlefield under your control at the beginning of the next end step even if you no longer control Venser at that time.

Wizards of the Coast 1 Jan 2011

Venser’s last ability creates an emblem with a triggered ability. The emblem is the source of the triggered ability. Because emblems are colorless, you can target permanents with protection from white or from blue, for example, with the triggered ability.

Wizards of the Coast 1 Jan 2011

Emblems behave similarly to enchantments: They have an ability that, in a general sense, continually affects the game. The primary difference between them is that emblems aren’t permanents and don’t exist on the battlefield. Nothing in the game can remove an emblem, simply because no other spell or ability references them. Once you get an emblem, you keep it for the rest of the game. Emblems have no color, name, card type, or other characteristics beyond the listed ability.

Wizards of the Coast 1 Jan 2011

If the first ability exiles a token, that token will cease to exist. It won’t return to the battlefield.

Wizards of the Coast 1 Jan 2011

The first ability can target any permanent you own, including those another player controls.

Wizards of the Coast 1 Jan 2011

Whenever you cast a spell, the emblem’s ability triggers and goes on the stack on top of it. It will resolve before the spell does.

Wizards of the Coast 1 Jan 2011

If you control more than one such emblem, each one’s ability will trigger separately whenever you cast a spell.

Wizards of the Coast 1 Jan 2011

Venser’s second ability doesn’t lock in what it applies to. That’s because the effect states a true thing about creatures, but doesn’t actually change the characteristics of those creatures. As a result, all creatures can’t be blocked that turn, including creatures you don’t control, creatures that weren’t on the battlefield at the time the ability resolved, and creatures that have lost all abilities.

Also Printed in Other Drops

Some of these cards came in other Secret Lair drops too, each with its own art.

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