

Marvel's Black Panther
Marvel's Black Panther 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
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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.
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- 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
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- 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
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- 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
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- 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
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- 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
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'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 |
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
13 rulings for 3 cards
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.
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.
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.
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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