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Sheldon's Spellbook

Sheldon's Spellbook 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 7 cards

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.

  • Teferi's Protection

    Teferi's Protection

    Instant

    • Card Kingdom $49.99 foil $57.99
    • Cardmarket €44.92 foil €44.36
    • Mana Pool $46.89 foil $50.44
    • TCGplayer $49.48 foil $47.39
  • Eladamri's Vineyard

    Eladamri's Vineyard

    Enchantment

    • Card Kingdom $2.79 foil $2.79
    • Cardmarket €1.16 foil €1.41
    • Mana Pool $1.82 foil $1.75
    • TCGplayer $2.33 foil $2.08
  • Greater Good

    Greater Good

    Enchantment

    • Card Kingdom $7.49 foil $11.99
    • Cardmarket €5.21 foil €5.71
    • Mana Pool $5.73 foil $5.99
  • Inkshield

    Inkshield

    Instant

    • Card Kingdom $8.99 foil $12.99
    • Cardmarket €8.15 foil €9.47
    • Mana Pool $9.27 foil $9.35
    • TCGplayer $11.07 foil $10.38
  • Ruhan of the Fomori

    Ruhan of the Fomori

    Legendary Creature — Giant Warrior

    • Card Kingdom $0.99 foil $0.99
    • Cardmarket €0.54 foil €0.81
    • Mana Pool $0.62 foil $0.31
    • TCGplayer $0.85 foil $0.89
  • Sol Ring

    Sol Ring

    Artifact

    • Card Kingdom $18.99 foil $19.99
    • Cardmarket €17.22 foil €18.70
    • Mana Pool $15.20 foil $16.40
    • TCGplayer $17.84 foil $17.75
  • Command Tower

    Command Tower

    Land

    • Card Kingdom $6.99 foil $6.99
    • Cardmarket €5.94 foil €7.29
    • Mana Pool $2.33 foil $6.99
    • TCGplayer $6.74 foil $7.10

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

41 rulings for 6 cards

Command Tower

Wizards of the Coast 10 Nov 2020

If you have two commanders, the ability adds one mana of any color in their combined color identities.

Wizards of the Coast 10 Nov 2020

If you don't have a commander, Command Tower's ability produces no mana.

Wizards of the Coast 10 Nov 2020

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}.

Eladamri's Vineyard

Wizards of the Coast 1 May 2007

This ability is not optional.

Wizards of the Coast 4 Oct 2004

Only the first main phase each turn is considered a precombat main phase, even if other combat phases are created (with Relentless Assault, for example).

Wizards of the Coast 4 Oct 2004

It will not trigger a second time in a turn, even if you cast a spell that gives you a third main phase.

Greater Good

Wizards of the Coast 7 Aug 2020

You draw and discard cards all while Greater Good's ability is resolving. Nothing can happen between the two, and no player may choose to take actions.

Wizards of the Coast 7 Aug 2020

If you don't have three cards in hand when instructed to discard three cards, you discard your hand.

Wizards of the Coast 7 Aug 2020

Use the sacrificed creature's power as it last existed on the battlefield to determine how many cards you draw.

Inkshield

Wizards of the Coast 16 Apr 2021

If multiple damage prevention effects would apply to combat damage that would be dealt to you, you get to choose the order the prevention effects are applied in.

Ruhan of the Fomori

Wizards of the Coast 22 Sep 2011

If your turn has multiple combat phases, Ruhan's ability triggers at the beginning of each of them. Ignore any choices made during previous combat phases.

Wizards of the Coast 22 Sep 2011

If Ruhan isn't forced to attack the chosen player for one of the above reasons but can still attack, you may choose to have Ruhan attack another player, attack a planeswalker, or not attack at all.

Wizards of the Coast 22 Sep 2011

If, during your declare attackers step, Ruhan is tapped, is affected by a spell or ability that says it can't attack, or hasn't been under your control continuously since your turn began (and doesn't have haste), then it doesn't attack. If there's a cost associated with having Ruhan attack the chosen player, you aren't forced to pay that cost, so it doesn't have to attack that player in that case either.

Wizards of the Coast 22 Sep 2011

Ruhan must attack the chosen player if able, not a planeswalker controlled by the chosen player.

Teferi's Protection

Wizards of the Coast 25 Aug 2017

If a cost includes causing you to gain life (like the alternative cost of an opponent's Invigorate does), that cost can't be paid.

Wizards of the Coast 25 Aug 2017

Permanents that phase out with counters phase in with those counters.

Wizards of the Coast 25 Aug 2017

You can't pay a cost that includes the payment of any amount of life other than 0 life.

Wizards of the Coast 25 Aug 2017

---------- The following rulings focus on the "protection from" keyword ----------

Wizards of the Coast 25 Aug 2017

Any one-shot effects that are waiting "until [this] leaves the battlefield," such as that of Banishing Light, won't happen when a permanent phases out.

Wizards of the Coast 25 Aug 2017

Any creatures that phase in under your control as your next untap step begins will be able to attack and pay a cost of {T} during that turn.

Wizards of the Coast 25 Aug 2017

If an effect would set your life total to a certain number that's different than your current life total, that part of the effect won't do anything.

Wizards of the Coast 25 Aug 2017

Gaining protection from everything causes a spell or ability on the stack to have an illegal target if it targets you. As a spell or ability tries to resolve, if all its targets are illegal, that spell or ability doesn't resolve and none of its effects happen, including effects unrelated to the target. If at least one target is still legal, the spell or ability does as much as it can to the remaining legal targets, and its other effects still happen.

Wizards of the Coast 25 Aug 2017

Protection from everything will usually prevent damage if it would be dealt to you, but some damage can't be prevented. In this case, because your life total also can't change, that damage has any other effects that it may have aside from causing you to lose that much life (such as effects from lifelink or infect) and triggers and effects can see that damage was dealt even though your life total didn't change.

Wizards of the Coast 25 Aug 2017

Nothing other than the specified events are prevented or illegal. An effect that doesn't target you could still cause you to discard cards, for example. Creatures can still attack you while you have protection from everything, although combat damage that they would deal to you will be prevented.

Wizards of the Coast 25 Aug 2017

If your untap step is somehow skipped as your next turn begins, your phased-out permanents won't phase in until the next untap step you actually have, but you'll no longer have protection from everything and your life total can change again.

Wizards of the Coast 25 Aug 2017

If a player has protection from everything, it means three things: 1) All damage that would be dealt to that player is prevented. 2) Auras can't be attached to that player. 3) That player can't be the target of spells or abilities.

Wizards of the Coast 25 Aug 2017

Choices made for permanents as they entered the battlefield are remembered when they phase in.

Wizards of the Coast 25 Aug 2017

If a token is phased out, it will phase in as your next untap step begins. This is a change from previous rules.

Wizards of the Coast 25 Aug 2017

Effects that replace an event with having you gain life (like Words of Worship's effect does) or having you lose life will apply and end up replacing the event with nothing.

Wizards of the Coast 25 Aug 2017

Any continuous effects with a "for as long as" duration such as that of Mathas, Fiend Seeker ignore phased-out objects. Any such effects will expire if their conditions are no longer met after ignoring the phased-out objects.

Wizards of the Coast 25 Aug 2017

If you gain control of another player's permanent and it phases out, if the duration of the control-change effect expires before it phases in, that permanent phases in under that other player's control as your next untap step begins. If you leave the game before your next untap step, it phases in as the next untap step begins after your turn would have begun.

Wizards of the Coast 25 Aug 2017

If an effect would cause you to exchange life totals with another player, the exchange won't happen. Neither player's life total changes.

Wizards of the Coast 25 Aug 2017

Effects that would replace having you gain life with some other event won't be able to be applied because it's impossible for you to gain life. The same is true for effects that would replace having you lose life with some other event.

Wizards of the Coast 25 Aug 2017

Phasing out doesn't cause any "leaves the battlefield" abilities to trigger. Similarly, phasing in won't cause any "enters" abilities to trigger.

Wizards of the Coast 25 Aug 2017

---------- The following rulings focus on what it means if your life total can't change ----------

Wizards of the Coast 25 Aug 2017

A permanent phasing out causes a spell or ability on the stack to have an illegal target if it targets that permanent. As a spell or ability tries to resolve, if all its targets are illegal, that spell or ability doesn't resolve and none of its effects happen, including effects unrelated to the target. If at least one target is still legal, the spell or ability does as much as it can to the remaining legal targets, and its other effects still happen.

Wizards of the Coast 25 Aug 2017

Spells and abilities that would normally cause you to gain or lose life still resolve while your life total can't change, but the life-gain or life-loss part simply has no effect.

Wizards of the Coast 25 Aug 2017

While a permanent is phased out, it's treated as though it doesn't exist. It can't be the target of spells or abilities, its static abilities have no effect on the game, its triggered abilities can't trigger, it can't attack or block, and so on.

Wizards of the Coast 25 Aug 2017

Each Aura and Equipment that phases out attached to a permanent that's phasing out phases in with that permanent and still attached to it.

Wizards of the Coast 25 Aug 2017

---------- The following rulings focus on the phasing keyword ----------

Wizards of the Coast 25 Aug 2017

Each Aura and Equipment you control attached to a permanent that isn't phasing out phases in attached to that permanent if it can still be attached to that permanent. If not, it phases in unattached. An Aura that phases in unattached will be put into its owner's graveyard as a state-based action. The same is true with Auras attached to players.

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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