

Saturday Morning D&D
Saturday Morning D&D 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 6 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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- Cardmarket €2.93 foil €2.91
- Mana Pool $1.40 foil $2.73
- TCGplayer $3.10 foil $2.82
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- Card Kingdom $10.99 foil $12.99
- Cardmarket €9.15 foil €13.71
- Mana Pool $7.97 foil $8.33
- TCGplayer $9.92 foil $11.06
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- Card Kingdom $2.99 foil $3.49
- Cardmarket €2.16 foil €2.64
- Mana Pool $2.70 foil $2.63
- TCGplayer $3.15 foil $3.18
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- Card Kingdom $15.99 foil $18.99
- Cardmarket €9.46 foil €12.02
- Mana Pool $8.74 foil $11.40
- TCGplayer $10.87 foil $11.35
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- Card Kingdom $19.99 foil $19.99
- Cardmarket €8.89 foil €10.09
- Mana Pool $13.56 foil $16.06
- TCGplayer $14.42 foil $15.47
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- Card Kingdom $7.99 foil $7.99
- Cardmarket €3.76 foil €4.26
- Mana Pool $4.30 foil $5.10
- TCGplayer $3.86 foil $4.90
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 |
|---|---|---|---|---|
| Saturday Morning D&D | Foil | Price when it launched: $39.99, from the community Magic wiki (mtg.wiki). | $48.78 | The store, by $8.79 |
| Saturday Morning D&D | Non-foil | Price when it launched: $29.99, from the community Magic wiki (mtg.wiki). | $45.32 | The store, by $15.33 |
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
- Aura of Courage
- Draconic Rage
- Dungeons of Death
- Planar Portal
- Draconic Dissent
- Exit from Exile
- Mind Flayarrrs
- Party Time
4 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
20 rulings for 5 cards
Commander's Sphere
If you have two commanders, the ability adds one mana of any color in their combined color identities.
If your commander is a card that has no colors in its color identity, Commander's Sphere's first ability produces no mana. It doesn't produce {C}.
If you don't have a commander, Commander's Sphere's first ability produces no mana.
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.
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.
Unbreakable Formation
If an effect copies a spell with an addendum ability while it's on the stack, the copy wasn't cast at all, so you won't get the addendum bonus.
Addendum abilities of instant spells apply while the spell is resolving, not immediately after casting it. If the spell is countered, you don't get the addendum bonus.
Unbreakable Formation affects only creatures you control at the time it resolves. Creatures you begin to control later in the turn won't gain indestructible or vigilance and they won't get a +1/+1 counter.
Whir of Invention
When using improvise to cast a spell with {X} in its mana cost, first choose the value for X. That choice, plus any cost increases or decreases, will determine the spell's total cost. Then you can tap artifacts you control to help pay that cost. For example, if you cast Whir of Invention (a spell with improvise and mana cost {X}{U}{U}{U}) and choose X to be 3, the total cost is {3}{U}{U}{U}. If you tap two artifacts, you'll have to pay {1}{U}{U}{U}.
Tapping an artifact won't cause its abilities to stop applying unless those abilities say so.
If an artifact you control has a mana ability with {T} in the cost, activating that ability while casting a spell with improvise will result in the artifact being tapped when you pay the spell's costs. You won't be able to tap it again for improvise. Similarly, if you sacrifice an artifact to activate a mana ability while casting a spell with improvise, that artifact won't be on the battlefield when you pay the spell's costs, so you won't be able to tap it for improvise.
Improvise can't pay for {W}, {U}, {B}, {R}, {G}, or {C} mana symbols in a spell's total cost.
When calculating a spell's total cost, include any alternative costs, additional costs, or anything else that increases or reduces the cost to cast the spell. Improvise applies after the total cost is calculated.
Because improvise isn't an alternative cost, it can be used in conjunction with alternative costs.
Improvise can't be used to pay for anything other than the cost of casting the spell. For example, it can't be used during the resolution of an ability that says "Counter target spell unless its controller pays {3}."
Improvise doesn't change a spell's mana cost or mana value.
Equipment attached to a creature doesn't become tapped when that creature becomes tapped, and tapping that Equipment doesn't cause the creature to become tapped.
Also Printed in Other Drops
Some of these cards came in other Secret Lair drops too, each with its own art.
- Commander's SphereSecret Lair Commander Deck: Odds and Ends, From Cute to Brute, A Box of Rocks
- Impact TremorsGoblin Storm, Marvel's Spider-Man: Daily Bugle Breaking News, Raining Cats and Dogs
- Primal VigorMarvel's Black Panther
- Unbreakable FormationSecret Lair x KPop Demon Hunters: How It's Done
- Whir of InventionHeads I Win, Tails You Lose
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.