

Marvel
Marvel is a : 19 drops and 81 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 19 drops 81 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 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 Marvel: Zombies Sold out $29.99 6 cards
6 Marvel heroes come back as zombies, and 4 of them can be your commander. All six fit in one zombie deck.
| Version | Store Price | At the Store |
|---|---|---|
| Non-foil | $29.99 | Sold out |
| Foil | $39.99 | Sold out |
Marvel: Dan Hipp Sold out $29.99 5 cards
| Version | Store Price | At the Store |
|---|---|---|
| Non-foil | $29.99 | Sold out |
| Foil | $39.99 | Sold out |
-
- Card Kingdom $2.99 foil $3.99
- Cardmarket €1.43 foil €0.02
- Mana Pool $0.43 foil $0.50
- TCGplayer $2.29 foil $1.98
-
- Card Kingdom $6.49 foil $6.99
- Cardmarket €2.50 foil €2.84
- Mana Pool $4.16 foil $5.99
- TCGplayer $5.05 foil $5.59
-
- Card Kingdom $6.49 foil $7.99
- Cardmarket €3.62 foil €1.69
- Mana Pool $4.64 foil $4.63
- TCGplayer $5.78 foil $5.94
-
- Card Kingdom $2.99 foil $3.49
- Cardmarket €0.20 foil €0.16
- Mana Pool $0.70 foil $0.51
- TCGplayer $1.86 foil $1.91
-
- Card Kingdom $29.99 foil $34.99
- Cardmarket €19.16 foil €16.42
- Mana Pool $23.95 foil $26.35
- TCGplayer $24.47 foil $24.17
Marvel: Earth's Mightiest Pets On sale now $29.99 6 cards
| Version | Store Price | At the Store |
|---|---|---|
| Non-foil | $29.99 | On sale now |
| Foil | $39.99 | On sale now |
-
- Card Kingdom foil $7.49
- Cardmarket €10.80 foil €10.19
- Mana Pool $7.07 foil $5.21
- TCGplayer $4.55 foil $4.37
-
- Card Kingdom $12.99 foil $17.99
- Cardmarket €12.81 foil €14.39
- Mana Pool $11.59 foil $14.58
- TCGplayer $11.73 foil $16.80
-
- Card Kingdom $4.99 foil $6.49
- Cardmarket €8.42 foil €7.22
- Mana Pool $2.63 foil $3.03
- TCGplayer $3.77 foil $3.96
-
- Card Kingdom $2.99 foil $3.99
- Cardmarket €4.91 foil €5.54
- Mana Pool $1.54 foil $2.74
- TCGplayer $1.92 foil $3.54
-
- Card Kingdom $2.29 foil $3.49
- Cardmarket €13.00 foil €4.39
- Mana Pool $0.51 foil $0.68
- TCGplayer $1.72 foil $1.34
-
- Card Kingdom $2.79 foil $3.49
- Cardmarket foil €2.02
- Mana Pool $1.56 foil $1.58
- TCGplayer $2.06 foil $2.22
Marvel: True Believers in Love On sale now $29.99 6 cards
| Version | Store Price | At the Store |
|---|---|---|
| Non-foil | $29.99 | On sale now |
| Foil | $39.99 | On sale now |
-
- Card Kingdom $1.49 foil $2.79
- Cardmarket €5.30 foil €1.46
- Mana Pool $0.37 foil $0.47
- TCGplayer $0.87 foil $1.49
-
- Card Kingdom $1.99 foil $2.79
- Cardmarket €1.30 foil €1.06
- Mana Pool $0.63 foil $0.62
- TCGplayer $0.73 foil $1.09
-
- Card Kingdom $2.49 foil $3.99
- Cardmarket €1.55 foil €0.68
- Mana Pool $1.04 foil $0.91
- TCGplayer $1.55 foil $1.58
-
- Card Kingdom $6.99 foil $7.49
- Cardmarket €1.70 foil €2.75
- Mana Pool $2.61 foil $2.15
- TCGplayer $2.26 foil $2.94
-
- Card Kingdom $34.99
- Cardmarket €18.26 foil €28.12
- Mana Pool $25.23 foil $28.13
- TCGplayer $24.04 foil $24.39
-
- Card Kingdom $6.99
- Cardmarket €7.03 foil €6.04
- Mana Pool $4.16 foil $6.76
- TCGplayer $5.71 foil $7.47
Marvel's Hulk: SMASH! On sale now $29.99 5 cards
| Version | Store Price | At the Store |
|---|---|---|
| Non-foil | $29.99 | On sale now |
| Foil | $39.99 | On sale now |
-
- Card Kingdom $4.99 foil $5.99
- Cardmarket €5.42 foil €9.56
- Mana Pool $3.00 foil $4.68
- TCGplayer $4.25 foil $5.77
-
- Card Kingdom $3.99 foil $5.99
- Cardmarket €17.76 foil €0.16
- Mana Pool $2.95 foil $3.59
- TCGplayer $4.08 foil $4.15
-
- Card Kingdom $6.49 foil $7.99
- Cardmarket €10.93 foil €11.37
- Mana Pool $4.80 foil $5.21
- TCGplayer $5.54 foil $5.47
-
- Card Kingdom $2.99 foil $4.49
- Cardmarket €4.21 foil €6.74
- Mana Pool $1.43 foil $1.84
- TCGplayer $3.27 foil $3.18
-
- Card Kingdom $5.99 foil $6.49
- Cardmarket €6.50 foil €7.66
- Mana Pool $3.85 foil $3.62
- TCGplayer $4.82 foil $5.06
Marvel: Spinner Rack Specials Sold out $29.99 5 cards
| Version | Store Price | At the Store |
|---|---|---|
| Non-foil | $29.99 | Sold out |
-
- Card Kingdom $2.29 foil $3.49
- Cardmarket €4.11 foil €1.10
- Mana Pool $1.30 foil $1.12
- TCGplayer $2.09 foil $2.11
-
- Card Kingdom $4.99 foil $5.99
- Cardmarket €5.31 foil €3.77
- Mana Pool $2.57 foil $1.70
- TCGplayer $2.72 foil $3.05
-
- Card Kingdom $19.99 foil $27.99
- Cardmarket €17.60 foil €26.52
- Mana Pool $14.98 foil $16.07
- TCGplayer $15.70 foil $19.67
-
- Card Kingdom $15.99 foil $17.99
- Cardmarket €15.83 foil €20.07
- Mana Pool $10.42 foil $11.87
- TCGplayer $11.81 foil $13.71
-
- Card Kingdom $2.79 foil $5.99
- Cardmarket €2.99 foil €2.43
- Mana Pool $1.56 foil $1.44
- TCGplayer $2.54 foil $2.01
Marvel's Deadpool: I Fixed It (You're Welcome) Sold out $29.99 5 cards
| Version | Store Price | At the Store |
|---|---|---|
| Non-foil | $29.99 | Sold out |
| Foil | $39.99 | Sold out |
| Pool Party Foil | $59.99 | Sold out |
-
- Card Kingdom $2.49 foil $2.49
- Cardmarket €3.33 foil €3.78
- Mana Pool $1.28 foil $1.33
- TCGplayer $1.25 foil $1.85
-
- Card Kingdom $4.99 foil $4.49
- Cardmarket €3.98 foil €5.66
- Mana Pool $1.76 foil $2.59
- TCGplayer $1.81 foil $3.25
-
- Card Kingdom foil $1.99
- Cardmarket €0.91 foil €1.30
- Mana Pool $0.15 foil $0.25
- TCGplayer $0.66 foil $1.07
-
- Card Kingdom $7.99 foil $8.49
- Cardmarket €5.89 foil €8.63
- Mana Pool $5.31 foil $5.29
- TCGplayer $5.16 foil $6.04
-
- Card Kingdom $14.99 foil $24.99
- Cardmarket €10.24 foil €23.84
- Mana Pool $7.58 foil $15.21
- TCGplayer $8.33 foil $17.71
Marvel's Spider-Man: Daily Bugle Breaking News Sold out $29.99 5 cards
| Version | Store Price | At the Store |
|---|---|---|
| Non-foil | $29.99 | Sold out |
| Foil | $39.99 | Sold out |
-
- Card Kingdom $2.99 foil $2.99
- Cardmarket €5.11 foil €5.52
- Mana Pool $2.26 foil $3.03
- TCGplayer $2.48 foil $3.22
-
- Card Kingdom $13.99 foil $15.99
- Cardmarket €8.73 foil €8.81
- Mana Pool $10.68 foil $13.76
- TCGplayer $11.10 foil $13.30
-
- Card Kingdom $10.99 foil $10.99
- Cardmarket €8.06 foil €10.90
- Mana Pool $8.09 foil $9.09
- TCGplayer $7.85 foil $9.68
-
- Card Kingdom $13.99
- Cardmarket €9.37 foil €13.30
- Mana Pool $11.86 foil $13.02
- TCGplayer $12.39 foil $11.99
-
- Card Kingdom $8.99 foil $10.99
- Cardmarket €7.50 foil €8.67
- Mana Pool $5.89 foil $8.16
- TCGplayer $6.12 foil $9.48
Marvel's Spider-Man: Mana Symbiote Raised 5 cards
-
- Card Kingdom foil $13.99
- Cardmarket foil €7.48
- Mana Pool foil $9.20
- TCGplayer foil $9.37
-
- Cardmarket foil €8.36
- Mana Pool foil $7.57
- TCGplayer foil $8.69
-
- Card Kingdom foil $27.99
- Cardmarket foil €16.64
- Mana Pool foil $21.88
- TCGplayer foil $20.85
-
- Card Kingdom foil $14.99
- Cardmarket foil €11.10
- Mana Pool foil $9.63
- TCGplayer foil $12.31
-
- Card Kingdom foil $8.99
- Cardmarket foil €8.60
- Mana Pool foil $8.36
- TCGplayer foil $8.75
Marvel's Spider-Man: Venom Unleashed (Colors) Sold out $29.99 5 cards
| Version | Store Price | At the Store |
|---|---|---|
| Non-foil | $29.99 | Sold out |
| Foil | $39.99 | Sold out |
-
- Card Kingdom $22.99 foil $21.99
- Cardmarket €17.42 foil €16.59
- Mana Pool $17.52 foil $19.64
- TCGplayer $18.23 foil $21.78
-
- Card Kingdom $14.99 foil $19.99
- Cardmarket €14.20 foil €18.43
- Mana Pool $11.78 foil $14.01
- TCGplayer $14.33 foil $18.31
-
- Card Kingdom $8.49 foil $8.49
- Cardmarket €4.35 foil €6.30
- Mana Pool $7.43 foil $8.66
- TCGplayer $7.07 foil $8.84
-
- Card Kingdom $3.99 foil $3.99
- Cardmarket €3.98 foil €4.09
- Mana Pool $2.08 foil $2.74
- TCGplayer $3.10 foil $3.41
-
- Card Kingdom $2.29 foil $2.29
- Cardmarket €2.00 foil €2.66
- Mana Pool $2.06 foil $2.68
- TCGplayer $2.30 foil $3.50
Marvel's Spider-Man: Venom Unleashed (Inks) Sold out $29.99 5 cards
| Version | Store Price | At the Store |
|---|---|---|
| Non-foil | $29.99 | Sold out |
| Foil | $39.99 | Sold out |
-
- Card Kingdom $21.99 foil $21.99
- Cardmarket €15.52 foil €15.52
- Mana Pool $18.45 foil $17.76
- TCGplayer $17.41 foil $16.73
-
- Card Kingdom $9.99 foil $16.99
- Cardmarket €12.60 foil €13.55
- Mana Pool $10.42 foil $11.12
- TCGplayer $11.45 foil $14.54
-
- Card Kingdom $8.49 foil $9.99
- Cardmarket €4.23 foil €5.43
- Mana Pool $3.94 foil $6.92
- TCGplayer $4.31 foil $7.14
-
- Card Kingdom $3.49 foil $3.99
- Cardmarket €3.32 foil €5.63
- Mana Pool $1.61 foil $1.89
- TCGplayer $2.10 foil $2.47
-
- Card Kingdom $0.79 foil $1.79
- Cardmarket €1.73 foil €2.48
- Mana Pool $0.79 foil $1.50
- TCGplayer $1.49 foil $1.98
Marvel's Spider-Man: Villainous Plots Sold out $29.99 5 cards
| Version | Store Price | At the Store |
|---|---|---|
| Non-foil | $29.99 | Sold out |
| Foil | $39.99 | Sold out |
-
- Card Kingdom $10.99 foil $9.49
- Cardmarket €5.44 foil €7.24
- Mana Pool $5.56 foil $7.02
- TCGplayer $6.62 foil $8.55
-
- Card Kingdom $8.49
- Cardmarket €5.66 foil €5.30
- Mana Pool $6.11 foil $6.10
- TCGplayer $7.09 foil $6.58
-
- Card Kingdom $8.49 foil $9.49
- Cardmarket €7.45 foil €7.61
- Mana Pool $6.18 foil $7.48
- TCGplayer $7.94 foil $7.84
-
- Card Kingdom $16.99 foil $17.99
- Cardmarket €13.09 foil €14.71
- Mana Pool $11.34 foil $16.67
- TCGplayer $15.23 foil $19.28
-
- Card Kingdom $6.49 foil $6.99
- Cardmarket €5.52 foil €6.70
- Mana Pool $3.43 foil $4.31
- TCGplayer $4.76 foil $6.44
Marvel's Spider-Man: Heroic Deeds Sold out $29.99 5 cards
| Version | Store Price | At the Store |
|---|---|---|
| Non-foil | $29.99 | Sold out |
| Foil | $39.99 | Sold out |
-
- Card Kingdom $8.49 foil $7.99
- Cardmarket €9.53 foil €10.80
- Mana Pool $6.89 foil $5.84
- TCGplayer $7.48 foil $5.74
-
- Card Kingdom $17.99 foil $19.99
- Cardmarket €12.83 foil €15.26
- Mana Pool $16.66 foil $14.31
- TCGplayer $17.93 foil $13.14
-
- Card Kingdom $8.99 foil $10.99
- Cardmarket €7.37 foil €7.92
- Mana Pool $6.67 foil $6.59
- TCGplayer $7.76 foil $7.85
-
- Card Kingdom $17.99 foil $17.99
- Cardmarket €9.16 foil €10.82
- Mana Pool $12.67 foil $15.47
- TCGplayer $16.51 foil $15.97
-
- Card Kingdom $8.99 foil $7.99
- Cardmarket €5.19 foil €5.65
- Mana Pool $5.13 foil $4.94
- TCGplayer $5.78 foil $6.96
Marvel's Deadpool 5 cards
-
- Card Kingdom $18.99 foil $19.99
- Cardmarket €15.75 foil €17.74
- Mana Pool $14.58 foil $15.10
- TCGplayer $14.83 foil $16.22
-
- Card Kingdom $34.99 foil $34.99
- Cardmarket €22.71 foil €23.99
- Mana Pool $25.40 foil $24.16
- TCGplayer $25.54 foil $24.56
-
- Card Kingdom $7.49 foil $7.49
- Cardmarket €4.53 foil €5.29
- Mana Pool $4.74 foil $4.47
- TCGplayer $5.87 foil $4.52
-
- Card Kingdom $3.99 foil $5.49
- Cardmarket €3.76 foil €4.09
- Mana Pool $3.38 foil $3.48
- TCGplayer $3.74 foil $4.22
-
- Card Kingdom $4.49 foil $4.99
- Cardmarket €4.09 foil €3.98
- Mana Pool $2.74 foil $3.02
- TCGplayer $3.13 foil $3.26
Marvel's Black Panther 5 cards
-
- Card Kingdom $10.99 foil $13.99
- Cardmarket €7.92 foil €8.61
- Mana Pool $7.71 foil $5.71
- TCGplayer $10.74 foil $6.90
-
- Card Kingdom $4.99 foil $6.99
- Cardmarket €3.29 foil €3.74
- Mana Pool $3.37 foil $3.84
- TCGplayer $4.77 foil $4.44
-
- Card Kingdom $8.99 foil $9.49
- Cardmarket €6.11 foil €5.50
- Mana Pool $7.03 foil $6.77
- TCGplayer $8.87 foil $8.03
-
- Card Kingdom $21.99 foil $18.99
- Cardmarket €12.85 foil €13.51
- Mana Pool $17.05 foil $15.58
- TCGplayer $19.63 foil $15.06
-
- Card Kingdom $11.99 foil $9.49
- Cardmarket €5.23 foil €5.64
- Mana Pool $7.65 foil $7.25
- TCGplayer $8.64 foil $7.22
Marvel's Captain America 5 cards
-
Captain America, First Avenger
- Card Kingdom $19.99 foil $24.99
- Cardmarket €10.75 foil €13.48
- Mana Pool $20.82 foil $22.28
- TCGplayer $28.04 foil $27.84
-
- Card Kingdom $27.99 foil $29.99
- Cardmarket €19.04 foil €15.93
- Mana Pool $25.00 foil $25.16
- TCGplayer $24.11 foil $25.05
-
- Card Kingdom $29.99 foil $39.99
- Cardmarket €22.63 foil €24.44
- Mana Pool $31.35 foil $29.85
- TCGplayer $33.19 foil $29.45
-
- Card Kingdom $0.99 foil $0.99
- Cardmarket €1.16 foil €0.94
- Mana Pool $0.71 foil $0.94
- TCGplayer $1.15 foil $1.82
-
- Card Kingdom $14.99 foil $17.99
- Cardmarket €6.56 foil €7.04
- Mana Pool $16.98 foil $15.05
- TCGplayer $17.15 foil $14.93
Marvel's Iron Man 5 cards
-
- Card Kingdom $15.99 foil $21.99
- Cardmarket €14.73 foil €17.68
- Mana Pool $15.63 foil $15.47
- TCGplayer $17.56 foil $17.66
-
- Card Kingdom $7.49 foil $5.49
- Cardmarket €4.82 foil €5.32
- Mana Pool $4.10 foil $2.81
- TCGplayer $5.66 foil $4.66
-
- Card Kingdom $47.99 foil $39.99
- Cardmarket €28.30 foil €28.73
- Mana Pool $41.66 foil $36.63
- TCGplayer $44.03 foil $38.96
-
- Card Kingdom $12.99 foil $15.99
- Cardmarket €11.37 foil €11.40
- Mana Pool $11.54 foil $11.95
- TCGplayer $15.07 foil $15.54
-
- Card Kingdom $22.99 foil $21.99
- Cardmarket €14.05 foil €15.61
- Mana Pool $23.34 foil $18.78
- TCGplayer $21.32 foil $18.41
Marvel's Storm 5 cards
-
- Card Kingdom $15.99 foil $22.99
- Cardmarket €19.21 foil €23.21
- Mana Pool $13.32 foil $15.69
- TCGplayer $18.11 foil $16.53
-
- Card Kingdom $2.29 foil $3.99
- Cardmarket €3.10 foil €2.95
- Mana Pool $2.82 foil $2.76
- TCGplayer $3.04 foil $2.76
-
- Card Kingdom $49.99 foil $69.99
- Cardmarket €43.29 foil €50.25
- Mana Pool $47.92 foil $60.47
- TCGplayer $49.97 foil $60.43
-
- Card Kingdom $2.99 foil $2.49
- Cardmarket €2.03 foil €1.83
- Mana Pool $3.02 foil $1.65
- TCGplayer $3.83 foil $1.64
-
- Card Kingdom $5.99 foil $7.99
- Cardmarket €5.72 foil €5.31
- Mana Pool $3.86 foil $5.39
- TCGplayer $5.30 foil $5.04
Marvel's Wolverine 5 cards
-
- Card Kingdom $23.99 foil $29.99
- Cardmarket €12.41 foil €11.39
- Mana Pool $20.82 foil $25.82
- TCGplayer $26.15 foil $28.17
-
- Card Kingdom $11.99 foil $10.99
- Cardmarket €12.75 foil €9.07
- Mana Pool $9.43 foil $8.01
- TCGplayer $10.29 foil $7.38
-
- Card Kingdom $6.49 foil $6.99
- Cardmarket €3.10 foil €2.20
- Mana Pool $5.84 foil $5.44
- TCGplayer $7.75 foil $5.39
-
- Card Kingdom $17.99 foil $17.99
- Cardmarket €10.05 foil €8.74
- Mana Pool $13.91 foil $11.40
- TCGplayer $15.99 foil $13.23
-
- Card Kingdom $79.99 foil $74.99
- Cardmarket €40.78 foil €43.89
- Mana Pool $72.20 foil $69.80
- TCGplayer $66.99 foil $67.25
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 |
|---|---|---|---|---|
| Secret Lair x Marvel: Zombies | Foil | $39.99 | 1 of 6 cards priced | Not enough prices yet |
| Secret Lair x Marvel: Zombies | Non-foil | $29.99 | 4 of 6 cards priced | Not enough prices yet |
| Marvel: Dan Hipp | Foil | $39.99 | $39.59 | The single cards, by $0.40 |
| Marvel: Dan Hipp | Non-foil | $29.99 | $39.45 | The store, by $9.46 |
| Marvel: Earth's Mightiest Pets | Foil | $39.99 | $32.23 | The single cards, by $7.76 |
| Marvel: Earth's Mightiest Pets | Non-foil | $29.99 | $25.75 | The single cards, by $4.24 |
| Marvel: True Believers in Love | Foil | $39.99 | $38.96 | The single cards, by $1.03 |
| Marvel: True Believers in Love | Non-foil | $29.99 | $35.16 | The store, by $5.17 |
| Marvel's Hulk: SMASH! | Foil | $39.99 | $23.63 | The single cards, by $16.36 |
| Marvel's Hulk: SMASH! | Non-foil | $29.99 | $21.96 | The single cards, by $8.03 |
| Marvel: Spinner Rack Specials | Non-foil | $29.99 | $34.86 | The store, by $4.87 |
| Marvel's Deadpool: I Fixed It (You're Welcome) | Foil | $39.99 | $29.92 | The single cards, by $10.07 |
| Marvel's Deadpool: I Fixed It (You're Welcome) | Non-foil | $29.99 | $17.21 | The single cards, by $12.78 |
| Marvel's Spider-Man: Daily Bugle Breaking News | Foil | $39.99 | $47.67 | The store, by $7.68 |
| Marvel's Spider-Man: Daily Bugle Breaking News | Non-foil | $29.99 | $39.94 | The store, by $9.95 |
| Marvel's Spider-Man: Mana Symbiote Raised | Foil | Price when it launched: $59.99, from the community Magic wiki (mtg.wiki). | $119.94 | The store, by $59.95 |
| Marvel's Spider-Man: Venom Unleashed (Colors) | Foil | $39.99 | $55.84 | The store, by $15.85 |
| Marvel's Spider-Man: Venom Unleashed (Colors) | Non-foil | $29.99 | $45.03 | The store, by $15.04 |
| Marvel's Spider-Man: Venom Unleashed (Inks) | Foil | $39.99 | $42.86 | The store, by $2.87 |
| Marvel's Spider-Man: Venom Unleashed (Inks) | Non-foil | $29.99 | $36.76 | The store, by $6.77 |
| Marvel's Spider-Man: Villainous Plots | Foil | $39.99 | $48.69 | The store, by $8.70 |
| Marvel's Spider-Man: Villainous Plots | Non-foil | $29.99 | $41.64 | The store, by $11.65 |
| Marvel's Spider-Man: Heroic Deeds | Foil | $39.99 | $49.66 | The store, by $9.67 |
| Marvel's Spider-Man: Heroic Deeds | Non-foil | $29.99 | $55.46 | The store, by $25.47 |
| Marvel's Deadpool | Foil | Price when it launched: $49.99, from a saved copy of the Secret Lair store page (Wayback Machine). | $52.78 | The store, by $2.79 |
| Marvel's Deadpool | Non-foil | Price when it launched: $39.99, from a saved copy of the Secret Lair store page (Wayback Machine). | $53.11 | The store, by $13.12 |
| Marvel's Black Panther | Foil | Price when it launched: $49.99, from the community Magic wiki (mtg.wiki). | $41.65 | The single cards, by $8.34 |
| Marvel's Black Panther | Non-foil | Price when it launched: $39.99, from the community Magic wiki (mtg.wiki). | $52.65 | The store, by $12.66 |
| Marvel's Captain America | Foil | Price when it launched: $49.99, from the community Magic wiki (mtg.wiki). | $99.09 | The store, by $49.10 |
| Marvel's Captain America | Non-foil | Price when it launched: $39.99, from a saved copy of the Secret Lair store page (Wayback Machine). | $103.64 | The store, by $63.65 |
| Marvel's Iron Man | Foil | Price when it launched: $49.99, from the community Magic wiki (mtg.wiki). | $95.23 | The store, by $45.24 |
| Marvel's Iron Man | Non-foil | Price when it launched: $39.99, from the community Magic wiki (mtg.wiki). | $103.64 | The store, by $63.65 |
| Marvel's Storm | Foil | Price when it launched: $49.99, from the community Magic wiki (mtg.wiki). | $86.40 | The store, by $36.41 |
| Marvel's Storm | Non-foil | Price when it launched: $39.99, from a saved copy of the Secret Lair store page (Wayback Machine). | $80.25 | The store, by $40.26 |
| Marvel's Wolverine | Foil | Price when it launched: $49.99, from the community Magic wiki (mtg.wiki). | $121.42 | The store, by $71.43 |
| Marvel's Wolverine | Non-foil | Price when it launched: $39.99, from a saved copy of the Secret Lair store page (Wayback Machine). | $127.17 | The store, by $87.18 |
When It Was on Sale
What the Secret Lair store listed for each version, and when it sold out.
Ready-made Decks From the Same World
Wizards also sells a (a ready-made Commander deck) for this franchise. Here they are, along with any cards from this page that each one also holds.PreconShort for preconstructed deck: a ready-to-play deck sold in a box by Wizards of the Coast. A Commander precon comes with its commander and all 100 cards, so you can play it straight away and change cards later.Open the full glossary
69 cards on this page are in none of these decks.
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
196 rulings for 50 cards
An Offer You Can't Refuse
If the target is still legal as it resolves but the spell can't be countered for some reason, its controller will still create two Treasure tokens.
If the target is no longer legal as An Offer You Can't Refuse resolves, no Treasure tokens are created.
Anger
The timestamp for the "in your graveyard" ability is set at the time that this card goes to your graveyard, regardless of whether you control a Mountain at that time.
Berserk
If the target permanent stops being a creature before the next end step, it is still destroyed when the delayed trigger resolves.
Blasphemous Act
The total cost to cast Blasphemous Act is locked in before you pay that cost. For example, if there are three creatures on the battlefield, including one you can sacrifice to add {C}, the total cost of Blasphemous Act is {5}{R}. Then you can sacrifice the creature when you activate mana abilities just before paying the cost.
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 (such as that of Blasphemous Act). The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
Blasphemous Act's ability can't reduce the total cost to cast the spell below {R}.
Although players may respond to Blasphemous Act once it's been cast, once it's announced, they can't respond before the cost is calculated and paid.
Bristly Bill, Spine Sower
A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
To double the number of +1/+1 counters on a permanent, put a number of +1/+1 counters on it equal to the number it already has. Other cards that interact with putting counters on it will interact with this effect accordingly.
Command Tower
If you have two commanders, the ability adds one mana of any color in their combined color identities.
If you don't have a commander, Command Tower's ability produces no mana.
If your commander is a card that has no colors in its color identity, Command Tower's ability produces no mana. It doesn't produce {C}.
Commander's Plate
If your commander is a card that has no colors in its color identity, Commander's Plate gives it protection from each color.
If you have two commanders and attach Commander's Plate to one, it has protection from each color not in your two commanders' combined color identity.
If you have no commander, Commander's Plate grants no protection abilities. The equipped creature still gets +3/+3.
Commune with Dinosaurs
If an effect refers to a "[subtype] spell" or "[subtype] card," it refers only to a spell or card that has that subtype. For example, March of the Drowned is a card that benefits Pirates and features Pirates in its illustration, but it isn't a Pirate card.
Deadly Rollick
It doesn't matter whose commander you control. Any one will do. If you have two commanders, you just need to control one of them.
Once you begin casting this spell, players can't take any other actions until you're done casting it. Notably, they can't try to remove the commander you control to make you pay its cost.
Endrek Sahr, Master Breeder
The second ability is a state trigger. Once it triggers, it won't trigger again as long as the ability is on the stack. If the ability is countered and the trigger condition is still true, it will immediately trigger again.
When the second ability resolves, Endrek Sahr will be sacrificed regardless of how many Thrulls you control at that time, even if it's less than seven.
Face-down spells are creature spells, but they have mana value 0.
Ephemerate
Casting the card again due to rebound's delayed triggered ability is optional. If you choose not to cast the card, or if you can't (perhaps because there are no legal targets available), the card will stay exiled. You won't get another chance to cast it on a future turn. If you do cast the card, it's put into its owner's graveyard as normal once it resolves.
If a spell with rebound that you cast from your hand is countered or doesn't resolve (most likely because its targets have become illegal), none of its effects will happen, including rebound. The spell will be put into its owner's graveyard and you won't get to cast it again on your next turn.
Once the exiled creature returns, it's considered a new object with no relation to the object that it was. Auras attached to the exiled creature will be put into their owners' graveyards. Equipment attached to the exiled creature will become unattached and remain on the battlefield. Any counters on the exiled creature will cease to exist.
If a token is exiled this way, it will cease to exist and won't return to the battlefield.
Fact or Fiction
Piles may be empty.
Flawless Maneuver
It doesn't matter whose commander you control. Any one will do. If you have two commanders, you just need to control one of them.
Once you begin casting this spell, players can't take any other actions until you're done casting it. Notably, they can't try to remove the commander you control to make you pay its cost.
Frantic Search
You choose which lands to untap as the spell resolves. They aren't targeted, and they don't have to be lands that you control.
You draw two cards and discard two cards all while Frantic Search is resolving. Nothing can happen between the two, and no player may choose to take actions.
Go for the Throat
If the targeted creature is also an artifact when Go for the Throat tries to resolve, it won't resolve.
If the targeted creature is also an artifact when Go for the Throat tries to resolve, it won't resolve.
God-Eternal Bontu
As Bontu's first triggered ability resolves, you may choose to sacrifice zero other permanents.
If any abilities trigger as you sacrifice other permanents, those abilities won't be put onto the stack until after you've drawn cards.
If a second God-Eternal Bontu enters the battlefield under your control, you'll put one into your graveyard before you can sacrifice anything to the new Bontu's triggered ability.
Grave Pact
If two players each control a Grave Pact and a creature controlled by one of those players dies, a chain reaction happens. First the ability of that player's Grave Pact will trigger, causing each other player to sacrifice a creature. That sacrifice causes the ability of the other player's Grave Pact to trigger, and so on.
When the triggered ability resolves, first the player whose turn it is (if it isn't your turn) chooses which creature they will sacrifice, then each other player in turn order does the same, then all chosen creatures are sacrificed at the same time.
If multiple creatures you control die at the same time, Grave Pact's ability will trigger that many times.
None of the players are targeted. A player with hexproof would still sacrifice a creature.
In a Two-Headed Giant game, when a creature you control dies, Grave Pact's triggered ability will cause each other player, including your teammate, to sacrifice a creature. Grave Pact's ability won't trigger when a creature your teammate controls dies.
If you control more than one Grave Pact and a creature you control dies, each of the triggered abilities will trigger. Each other player will sacrifice a creature each time one of those abilities resolves.
Happily Ever After
Lands are normally colorless permanents, even if they tap for mana of a certain color.
In a Two-Headed Giant game, Happily Ever After's first ability causes each team to gain 5 life twice.
Players can't take any actions during your turn before your upkeep begins.
The second triggered ability of Happily Ever After has one very long intervening "if" clause. This means that all of the conditions must be true as your upkeep begins—you must control permanents with all five colors, your permanents and graveyard must contain six or more card types, and your life total must be high enough—or the ability won't trigger at all. If they're not all true as the ability resolves, you won't win the game.
The card types that could appear among your permanents and cards in your graveyard are artifact, battle, creature, enchantment, instant, kindred, land, planeswalker, and sorcery. Supertypes, such as legendary and basic, aren't card types.
You could have one permanent that's all five colors, or the five colors could be spread out among any number of permanents.
Ignore the alternative characteristics of an adventurer card in your graveyard. Its alternative card type won't be counted among the card types of cards in your graveyard.
Heroic Intervention
A battle with indestructible still loses defense counters as it's dealt damage. If it's a Siege, it will still be exiled when the last defense counter is removed from it, and its controller may still cast it transformed without paying its mana cost.
The set of permanents affected by Heroic Intervention is determined as the spell resolves. Permanents you begin to control later in the turn won't gain hexproof and indestructible.
A planeswalker with indestructible still loses loyalty counters as it's dealt damage and will still be put into its owner's graveyard if its loyalty reaches 0.
Impact Tremors
If multiple creatures you control enter at the same time, Impact Tremors will trigger once for each of those creatures. This is true even if Impact Tremors enters at the same time as those creatures.
In the Trenches
The activated ability can only be activated once per game. If the ability is countered or otherwise fails to resolve after being activated, it can't be activated again.
If In the Trenches leaves the battlefield before its activated ability resolves, the target permanent won't be exiled.
If a token is exiled, it ceases to exist. It won't be returned to the battlefield.
If In the Trenches leaves the battlefield and later returns to the battlefield, it is a new object on the battlefield with no memory of the last time it was there. Its ability may be activated, even if it was activated a previous time it was on the battlefield.
In a multiplayer game, if the owner of In the Trenches leaves the game, the exiled card will return to the battlefield. Because the one-shot effect that returns the card isn't an ability that goes on the stack, it won't cease to exist along with the leaving player's spells and abilities on the stack.
Auras attached to the exiled permanent will be put into their owners' graveyards. Equipment attached to an exiled creature will become unattached and remain on the battlefield. Any counters on the exiled permanent will cease to exist.
The activated ability is a single ability that creates two one-shot effects: one that exiles the permanent when the ability resolves, and another that returns the exiled card to the battlefield immediately after In the Trenches leaves the battlefield.
Inventors' Fair
There are many important moments in the story, but the most crucial—called “story spotlights”—are shown on cards. These cards have the Planeswalker symbol in their text box; this symbol has no effect on gameplay. You can read more about these events in the official Magic fiction at http://www.mtgstory.com.
No player may take actions in a turn before Inventors' Fair's triggered ability checks to see if it should trigger. If you don't control three or more artifacts, it won't trigger.
When using Inventors' Fair's activated ability, the number of artifacts you control is checked only as you activate it. It's not checked again as the ability resolves.
If you control three artifacts as the ability resolves, you gain 1 life. The artifacts you control as the ability resolves don't have to be the same ones you controlled as it triggered. If you don't control three artifacts at that time, you won't gain life.
Jeska's Will
There's no extra bonus if you control more than one commander.
Even though the card is named after a specific character, controlling any commander will satisfy its condition.
Any of the exiled cards you don't play will remain exiled.
The commander you control doesn't have to be your commander.
Once you've chosen both modes for the spell, it doesn't matter whether you continue to control a commander. This is true even if you somehow no longer control a commander as you finish casting the spell.
Once you've announced that you're casting a spell, players can't take any actions until you've finished doing so. Notably, opponents can't try to remove your commander to change how many modes you may choose.
Use the number of cards in the target opponent's hand as Jeska's Will resolves to determine how much {R} to add.
You pay all costs and follow all timing rules for cards played with the permission from the last mode of Jeska's Will. For example, if one of the exiled cards is a land card, you may play it only during your main phase while the stack is empty and only if you have an available land play remaining.
Karn's Bastion
Players can respond to a spell or ability whose effect includes proliferating. Once that spell or ability starts to resolve, however, and its controller chooses which permanents and players will get new counters, it's too late for anyone to respond.
An ability that triggers "Whenever you proliferate" triggers even if you chose no permanents or players while doing so.
If a permanent ever has both +1/+1 counters and -1/-1 counters on it at the same time, they're removed in pairs as a state-based action so that the permanent has only one of those kinds of counters on it.
If a player or permanent has more than one kind of counter on it, and you choose for it to get additional counters, it must get one of each kind of counter it already has. You can't have it get just one kind of counter it already has and not the others.
To proliferate, you can choose any permanent that has a counter, including ones controlled by opponents. You can choose any player who has a counter, including opponents. You can't choose cards in any zone other than the battlefield, even if they have counters on them.
You don't have to choose every permanent or player that has a counter, only the ones you want to add another counter to. Since "any number" includes zero, you don't have to choose any permanents at all, and you don't have to choose any players at all.
Lightning Greaves
If a creature enters the battlefield under your control and gains haste, but then loses it before attacking, it won't be able to attack that turn. This means that you can't use one Lightning Greaves to allow two new creatures to attack in the same turn.
You can't simply unequip Equipment from a creature. If Lightning Greaves is attached to the only creature you control, you won't be able to attach other equipment to it (or target it with anything else) until you have another creature to which you can attach Lightning Greaves.
Manamorphose
You choose which color or colors of mana to add before you draw a card.
Peer into the Abyss
The life lost is rounded up, not the remaining life total. For example, if the target player has 7 life, they lose 4 life and end up with 3. Similarly, the number of cards drawn is rounded up, not the number of cards remaining in the library.
To draw the cards, first the player determines how many cards to draw, then draws them. This event may be modified so that a different number of cards are actually drawn.
Primal Vigor
Everything that is specified by the effect creating the original token or tokens will also be true about the additional token or tokens created by Primal Vigor's replacement effect. For example, if an effect tells you to create a token "tapped and attacking," the additional tokens will also be tapped and attacking.
Primal Vigor affects permanents that "enter the battlefield with" a certain number of counters. For example, if a creature would normally enter the battlefield with three +1/+1 counters on it, it will enter with six +1/+1 counters on it.
If there are two Primal Vigors on the battlefield, the number of tokens or +1/+1 counters is four times the original number. If there are three on the battlefield, the number of tokens or +1/+1 counters is eight times the original number, and so on.
It doesn't matter who controls the tokens or the creature that the +1/+1 counters are being placed on.
Rhythm of the Wild
If Rhythm of the Wild leaves the battlefield at the same time that a nontoken creature enters the battlefield (most likely because that creature has a replacement effect, such as that of Rescuer Sphinx), that creature still gets a +1/+1 counter or haste.
A noncreature card that happens to be entering the battlefield as a creature will have riot (for example, Rusted Relic while you control three other artifacts). Similarly, a creature card entering the battlefield as a noncreature permanent won't have riot (for example, Thassa, God of the Sea while your other permanents contribute only four to your devotion to blue).
A spell or ability that counters spells can still target a creature spell you control. When that spell or ability resolves, the creature spell won't be countered, but any additional effects of that spell or ability will still happen.
If you choose for the creature to gain haste, it gains haste indefinitely. It won't lose it as the turn ends or as another player gains control of it.
If a creature entering the battlefield has riot but can't have a +1/+1 counter put onto it, it gains haste.
If a nontoken, noncreature permanent becomes a creature after it's already on the battlefield, it will have riot but it will be too late for the replacement effect to have any effect.
Riot is a replacement effect. Players can't respond to your choice of +1/+1 counter or haste, and they can't take actions while the creature is on the battlefield without one or the other.
Once a creature with riot has entered the battlefield, it keeps its +1/+1 counter or haste even if it loses riot.
If a creature enters the battlefield with two instances of riot, you may choose to have it get two +1/+1 counters, one +1/+1 counter and haste, or two instances of haste. Multiple instances of haste on the same creature are redundant, but we're not going to tell the Gruul how to live their lives.
Rishkar's Expertise
The mana value of a split card is determined by the combined mana cost of its two halves. If an expertise spell allows you to cast a split card, you may cast either half or, if that split card has fuse, both halves.
The greatest power among creatures you control is determined as Rishkar's Expertise resolves.
You may cast one of the cards drawn by Rishkar's Expertise's first effect while performing its second effect.
Any triggered abilities that trigger while performing the Expertise spell's first effect won't be put onto the stack until after you're done casting your free spell. They're put onto the stack at the same time as any abilities that triggered while casting that spell regardless of the order in which those abilities triggered.
Effects that allow you to "cast" a card don't allow you to play a land card.
If you control no creatures with power greater than 0 as Rishkar's Expertise resolves, you draw no cards, but you may cast a card with mana value 5 or less from your hand without paying its mana cost.
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.
A card's mana value is determined solely by the mana symbols printed in its upper right corner. The mana value is the total amount of mana in that cost, regardless of color. For example, a card with mana cost {1}{U}{U} has mana value 3. Ignore any alternative costs, additional costs, cost increases, or cost reductions that could apply to it. A card with no mana cost has a mana value of 0.
While you're casting your free spell, the Expertise spell is still on the stack. It will be put into its owner's graveyard after the free spell is cast. The free spell can't target the Expertise card in your graveyard. It can target the Expertise spell on the stack, but the Expertise spell will become an illegal target before the free spell resolves.
If you cast a card "without paying its mana cost," you can't choose to cast it for any alternative costs, such as emerge costs. You can, however, pay additional costs. If the card has any mandatory additional costs, such as that of Cathartic Reunion, you must pay those to cast the card.
Rite of Passage
The creature doesn’t get a counter if all the damage that would be dealt to it is prevented.
If the creature is dealt damage by more than one source at the same time, it gets only one counter.
Run Away Together
If both creatures are controlled by the same player as Run Away Together tries to resolve, both targets are illegal. The spell doesn't resolve.
If one of the two target creatures becomes an illegal target, Run Away Together can still determine its controller only to check whether the other creature is a legal target. If the illegal target has left the battlefield, use its last known information. If the other creature is still a legal target, it's returned to its owner's hand.
If both creatures are controlled by the same player as Run Away Together tries to resolve, both targets are illegal. The spell doesn't resolve.
If one of the two target creatures becomes an illegal target, Run Away Together can still determine its controller only to check whether the other creature is a legal target. If the illegal target has left the battlefield, use its last known information. If the other creature is still a legal target, it's returned to its owner's hand.
If both creatures are controlled by the same player as Run Away Together tries to resolve, both targets are illegal. The spell doesn't resolve.
If one of the two target creatures becomes an illegal target, Run Away Together can still determine its controller only to check whether the other creature is a legal target. If the illegal target has left the battlefield, use its last known information. If the other creature is still a legal target, it's returned to its owner's hand.
Saw in Half
Except for power and toughness, the tokens copy exactly what was printed on the original creature and nothing else (unless that creature was copying something else or it's a token; see below). They don't copy whether that creature was tapped or untapped, whether it had any counters on it or Auras and Equipment attached to it, and so on.
Any enters-the-battlefield abilities of the copied creature will trigger when the tokens enter the battlefield. Any "as [this creature] enters" or "[this creature] enters with" abilities of the copied creature will also work.
If the copied creature had {X} in its mana cost, X is 0.
If the copied creature was copying something else, then the tokens enter the battlefield as whatever that creature copied, with the listed exceptions.
If the original creature had a characteristic-defining ability that determined its power and/or toughness, that ability is not copied.
If the copied creature was a token, the new tokens copy the original characteristics of that token as stated by the effect that created the token, with the listed exceptions.
If the creature isn't destroyed (perhaps because it has indestructible), its controller doesn't create any tokens. The same is true if the creature is destroyed but instead of going to its owner's graveyard, a replacement effect moves it elsewhere, such as exile.
Use the power and toughness of the creature from when it was last on the battlefield to determine the power and toughness of the tokens.
Search for Tomorrow
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.
Searing Blaze
Having more than one land enter the battlefield under your control this turn provides no additional benefit.
Once the spell resolves, having a land enter under your control provides no further benefit.
The effect of this spell's landfall ability replaces its normal effect. If you had a land enter under your control this turn, only the landfall-based effect happens.
The landfall ability checks for an action that has happened in the past. It doesn't matter if a land that entered the battlefield under your control previously in the turn is still on the battlefield, is still under your control, or is still a land.
Whether you had a land enter the battlefield under your control this turn is checked as this spell resolves, not as you cast it.
If either target is illegal by the time Searing Blaze resolves, it still deals damage to the other target.
You must choose two targets as you cast Searing Blaze: a player and a creature that player controls. If you can't (because there are no creatures on the battlefield, perhaps), then you can't cast the spell.
Shark Typhoon
Triggered abilities from cycling a card and the cycling ability itself aren't spells. Effects that interact with spells (such as that of Cancel) won't affect them.
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.
For spells with {X} in their mana costs, use the value chosen for X to determine the spell's mana value.
You can cycle a card even if it has a triggered ability from cycling that won't have a legal target. This is because the cycling ability and the triggered ability are separate. This also means that if either ability is countered (with Disallow, for example), the other ability will still resolve.
You can choose 0 as the value of X in Shark Typhoon's cycling cost. The last ability will trigger, and you'll create a 0/0 blue Shark creature token with flying. Unless something else is raising its toughness, the Shark will then immediately die.
Some cards with cycling have an ability that triggers when you cycle them, and some cards have an ability that triggers whenever you cycle any card. These triggered abilities resolve before you draw from the cycling ability.
Surgical Extraction
"Any number of cards" means just that. If you wish, you can choose to leave some or all of the cards with the same name as the targeted card, including that card, in the zone they're in.
If you're at 1 life or less, you can't pay 2 life.
A card with Phyrexian mana symbols in its mana cost is each color that appears in that mana cost, regardless of how that cost may have been paid.
To calculate the mana value of a card with Phyrexian mana symbols in its cost, count each Phyrexian mana symbol as 1.
As you cast a spell or activate an activated ability with one or more Phyrexian mana symbols in its cost, you choose how to pay for each Phyrexian mana symbol at the same time you would choose modes or choose a value for X.
Phyrexian mana is not a new color. Players can't produce Phyrexian mana.
Sword of War and Peace
You count the cards in the each player's hand when the triggered ability resolves.
Tendrils of Agony
Spells cast from zones other than a player's hand and spells that were countered are counted by the storm ability.
The triggered ability that creates the copies can itself be countered by anything that can counter a triggered ability. If it is countered, no copies will be put onto the stack.
A copy of a spell can be countered like any other spell, but it must be countered individually. Countering a spell with storm won't affect the copies.
The copies are put directly onto the stack. They aren't cast and won't be counted by other spells with storm cast later in the turn.
You may choose new targets for any of the copies. You can make different choices for each copy.
The Ozolith
If the target creature is an illegal target by the time The Ozolith's last ability tries to resolve, the ability won't resolve. You won't remove any counters from The Ozolith.
As The Ozolith's last ability resolves, you choose whether to move the counters.
+1/+1 counters on The Ozolith have no effect unless it becomes a creature. Keyword counters on The Ozolith will grant it keywords that may have no practical effect. For example, flying on a noncreature artifact is just strange, but hexproof on a noncreature artifact is entirely useful.
The Ozolith's first ability doesn't move counters off the creature that's left the battlefield. Rather, you put the same number of each kind of counter the creature had onto The Ozoloith. Notably, if you somehow control a second The Ozolith, each one will receive the same number and kinds of counters that were on the creature that left the battlefield. Similarly, if the creature has an ability that triggers when it leaves the battlefield that refers to the number of counters it had, that ability will use the number of counters that were on the permanent, even if The Ozolith's first ability resolves first.
If The Ozolith leaves the battlefield after the last ability triggers but before it resolves, you can't move any counters from it onto the target creature.
You can't move only some of the counters from The Ozolith onto the target creature.
Three Visits
Three Visits allows you to search your library for any card with the land type Forest, not just a card with the name Forest.
Because the "search" requires you to find a card with certain characteristics, you don't have to find the card if you don't want to.
Thrill of Possibility
You must discard exactly one card to cast Thrill of Possibility; you can't cast it without discarding a card, and you can't discard additional cards.
Titanic Ultimatum
If a creature you control already has lifelink, Titanic Ultimatum will give it a second instance of lifelink; however, multiple instances of lifelink on the same creature are redundant. You still only gain life equal to the amount of damage dealt, regardless of how many instances of lifelink the creature has.
Multiple instances of first strike and trample are redundant.
The set of creatures affected is fixed as Titanic Ultimatum resolves.
Training Grounds
Training Grounds can reduce the part of an activation cost represented by generic mana symbols down to nothing, as long as it still costs at least one mana. For example, if an activation cost is {2}{G}, you'd have to pay only {G}. If an activation cost is {2}, though, you'd still have to pay {1}.
Training Grounds takes the total cost to activate a creature's activated ability into account, not just the cost printed on it. For example, Urabrask has an activated ability that costs {R}, and Suppression Field says "Activated abilities cost {2} more to activate unless they're mana abilities." Since activating Urabrask's activated ability would now cost {2}{R}, Training Grounds reduces that cost back to {R}.
If an activated ability of a creature you control costs no generic mana to activate (for example, if it costs {R}{R}, it costs {0}, or it costs only nonmana actions such as {T} or "Sacrifice a creature"), Training Grounds simply won't affect it. In particular, it won't increase the cost to include a mana payment of {1}.
Training Grounds won't affect the part of an activation cost represented by colored mana symbols or snow mana symbols. It also won't affect nonmana parts of an activation cost, if there are any.
Training Grounds can reduce the amount you pay for a creature's activated ability cost that includes {X}. For example, Drana, Kalastria Bloodchief has an activated ability that costs {X}{B}{B}. If you control Training Grounds and you activate the ability with X equal to 5, you'll have to pay only {3}{B}{B}. This is true even if the ability states that {X} must be paid with a certain color of mana, as Crimson Hellkite's ability does.
Training Grounds affects only creatures you control on the battlefield. The costs of activated abilities that work in other zones (such as cycling or unearth) won't be reduced.
Training Grounds reduces the generic mana in waterbend costs for activated abilities. It will not reduce waterbend costs that are additional costs for casting spells.
Training Grounds won't affect a cost that isn't the cost to activate a creature's activated ability. For example, it won't affect Flameblast Dragon's {X}{R} cost, since that's a cost paid when a triggered ability resolves, and it won't affect a kicker cost, since that's an additional cost to cast a spell. Activated ability costs appear before a colon (:) in a card's rules text, or, in the case of some keywords, before a colon in reminder text.
True Love's Kiss
If the target artifact or enchantment is an illegal target by the time True Love's Kiss tries to resolve, the spell won't resolve. You won't draw a card or live happily ever after.
Unnatural Growth
If you control more than one Unnatural Growth, each one applies independently. For example, if you control two copies of Unnatural Growth, a 2/2 Bear Cub becomes a 4/4 creature when the first ability resolves and then becomes an 8/8 creature when the second one resolves.
Vandalblast
If you don't pay the overload cost of a spell with overload, that spell will have a single target. If you pay the overload cost, the spell won't have any targets.
If you are instructed to cast a spell with overload "without paying its mana cost," you can't choose to pay its overload cost instead.
Because a spell with overload doesn't target when its overload cost is paid, it may affect permanents with hexproof or with protection from the appropriate color.
To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as an overload cost), add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
Varina, Lich Queen
Varina's first ability counts the number of Zombies you attacked with, even if some of those Zombies leave combat before the triggered ability resolves.
The number of cards you discard and the amount of life you gain are both equal to the number of Zombies you attack with, even if you draw a different number of cards somehow.
Wilhelt, the Rotcleaver
Once a creature with decayed attacks, it will be sacrificed at end of combat, even if it no longer has decayed at that time.
Decayed represents a static ability and a triggered ability. “Decayed” means “This creature can't block” and “When this creature attacks, sacrifice it at end of combat.”
Decayed does not grant haste. Creatures with decayed that enter the battlefield during your turn may not attack until your next turn.
Decayed does not create any attacking requirements. You may choose not to attack with a creature that has decayed.
Zombie Apocalypse
All Humans are destroyed, not just ones you control.
If a creature card in your graveyard is both a Zombie and a Human, it will be returned to the battlefield tapped, then be destroyed.
Also Printed in Other Drops
Some of these cards came in other Secret Lair drops too, each with its own art.
- An Offer You Can't RefuseThe Zeta Set
- AngerThe Zeta Set, Teenage Mutant Ninja Turtles: The Last Ronin, Fallout: SPECIAL
- BerserkArtist Series: Volkan Baga
- Blasphemous ActGoblin Storm, Heads I Win, Tails You Lose, Monster Movie Marathon
- Command TowerSecret Lair Commander Deck: Odds and Ends, Masters of the Universe: Sold Separately, The Zeta Set, Hatsune Miku, Stardew Valley: Life in Pelican Town
- Commander's PlateAngels: They're Just Like Us but Cooler and with Wings, Heads I Win, Tails You Lose
- DamnationArtist Series: Seb McKinnon
- Dark RitualThe Zeta Set, Their Magic is Limitless, Garfield: As Intended, The Art of Frank Frazetta
- Deadly DisputeSonic: Chasing Adventure, The Art of Frank Frazetta: The Second Exhibition
- Fact or FictionFar Out, Man
- ForestSecret Lair x Star Trek: New Worlds, The Oddlands: Forests, The Oddlands: Islands, The Oddlands: Mountains, The Oddlands: Plains
- Frantic SearchFblthp: Completely, Utterly, Totally Lost
- Go for the ThroatThe Zeta Set
- Happily Ever After20 Ways to Win
- Heroic InterventionFINAL FANTASY: Grimoire
- Impact TremorsGoblin Storm, Raining Cats and Dogs, Saturday Morning D&D
- Inventors' FairHeads I Win, Tails You Lose
- IslandSecret Lair x Star Trek: New Worlds, Secret Lair Commander Deck: Odds and Ends, The Oddlands: Forests, The Oddlands: Islands, The Oddlands: Mountains
- Lightning BoltThe Zeta Set, Avatar: The Last Airbender: Everything Changed, FINAL FANTASY: Grimoire, Featuring: Mitsuhiro Arita, Pixel Perfect
- Lightning GreavesThe Hobbit: Smaug's Spoils, Viva Las Rakdos, Fallout: Greet the Dog, Sonic: Turbo Gear, Nuestra Magia
- MountainSecret Lair x Star Trek: New Worlds, The Oddlands: Forests, The Oddlands: Islands, The Oddlands: Mountains, The Oddlands: Plains
- PlainsSecret Lair x Star Trek: New Worlds, Secret Lair Commander Deck: Odds and Ends, The Oddlands: Forests, The Oddlands: Islands, The Oddlands: Mountains
- Primal VigorSaturday Morning D&D
- Savor the MomentPride Across the Multiverse
- Scheming SymmetryDeceptive Divination
- Sol RingSecret Lair Commander Deck: Odds and Ends, Masters of the Universe: She-Ra, Princess of Power, The Zeta Set, The Hobbit: Smaug's Spoils, Hatsune Miku
- SwampSecret Lair x Star Trek: New Worlds, Secret Lair Commander Deck: Odds and Ends, The Oddlands: Forests, The Oddlands: Islands, The Oddlands: Mountains
- Sword of War and PeaceMasters of the Universe: Sold Separately
- Three VisitsMonty Python and the Holy Grail: Vol. 1, Raining Cats and Dogs
- Thrill of PossibilityDungeons & Dragons: Karlach's Rage
- Titanic UltimatumCats Are Better Than Dogs, Dogs Are Better Than Cats
- VandalblastThe Zeta Set, Goblin Storm, Li'l Giri Saves the Day, Heads I Win, Tails You Lose
- Varina, Lich QueenThe Evil Dead
- Wilhelt, the RotcleaverTrick or Treat
- Zombie ApocalypseThe Evil Dead
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.




