

Marvel's Wolverine
Marvel's Wolverine 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 $23.99 foil $29.99
- Cardmarket €12.41 foil €11.39
- Mana Pool $20.82 foil $25.82
- TCGplayer $26.15 foil $28.17
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- 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
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- 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
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- 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
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- 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 |
|---|---|---|---|---|
| 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 |
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
18 rulings for 4 cards
Berserk
If the target permanent stops being a creature before the next end step, it is still destroyed when the delayed trigger resolves.
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.
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.
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.
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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