

Marvel: Dan Hipp
Marvel: Dan Hipp is a .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 glossaryDropOne Secret Lair product: a few cards sold together, usually 4 to 6, often with a foil and a non-foil version. Wizards calls each one a drop.Open the full glossary
Released 5 cards $29.99 at the Secret Lair store
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We do not sell anything and we are not paid for this. Secret Lair is sold by Wizards of the Coast.
Every card in this drop
Click a card for the card itself, the decks that play it and, once you are signed in, whether you already own a copy. To mark every card here at once, press Show what I own. A foil is the shiny version of a card. Secret Lair sells it as a separate Foil Edition of the same drop.
| Version | Store Price | At the Store |
|---|---|---|
| Non-foil | $29.99 | Sold out |
| Foil | $39.99 | Sold out |
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- 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
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- 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
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- 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
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- 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
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- 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
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 |
|---|---|---|---|---|
| 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 |
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 |
|---|---|---|---|---|---|
| Marvel: Dan Hipp | Foil | $39.99 | Sold out | ||
| Marvel: Dan Hipp | Non-foil | $29.99 | 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
5 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
17 rulings for 4 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.
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.
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.
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.
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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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.