

Sonic: Turbo Gear
Sonic: Turbo Gear 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 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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- Card Kingdom $29.99 foil $32.99
- Cardmarket €21.59 foil €22.38
- Mana Pool $22.98 foil $22.95
- TCGplayer $25.76 foil $24.90
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- Card Kingdom foil $9.99
- Cardmarket €5.18 foil €6.03
- Mana Pool $6.72 foil $7.09
- TCGplayer $7.70 foil $6.89
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- Card Kingdom $1.49 foil $1.99
- Cardmarket €1.14 foil €1.27
- Mana Pool $0.55 foil $0.51
- TCGplayer $0.90 foil $0.98
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- Card Kingdom $9.99 foil $12.99
- Cardmarket €10.32 foil €11.28
- Mana Pool $8.70 foil $9.33
- TCGplayer $11.14 foil $9.90
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- Card Kingdom $8.49 foil $9.49
- Cardmarket €5.98 foil €6.76
- Mana Pool $5.92 foil $5.64
- TCGplayer $5.71 foil $5.75
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- Card Kingdom $2.99 foil $3.49
- Cardmarket €1.91 foil €2.03
- Mana Pool $1.70 foil $1.45
- TCGplayer $1.50 foil $1.43
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 |
|---|---|---|---|---|
| Sonic: Turbo Gear | Foil | Price when it launched: $39.99, from a saved copy of the Secret Lair store page (Wayback Machine). | $49.85 | The store, by $9.86 |
| Sonic: Turbo Gear | Non-foil | Price when it launched: $29.99, from the community Magic wiki (mtg.wiki). | $52.71 | The store, by $22.72 |
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
9 rulings for 5 cards
Hammer of Nazahn
Because damage remains marked on a creature until the damage is removed as the turn ends, nonlethal damage dealt to the equipped creature may become lethal if you attach Hammer of Nazahn to a different creature during that turn.
If Hammer of Nazahn enters the battlefield at the same time as other Equipment you control, its ability will trigger for each of those Equipment.
Lightning Greaves
If a creature enters the battlefield under your control and gains haste, but then loses it before attacking, it won't be able to attack that turn. This means that you can't use one Lightning Greaves to allow two new creatures to attack in the same turn.
You can't simply unequip Equipment from a creature. If Lightning Greaves is attached to the only creature you control, you won't be able to attach other equipment to it (or target it with anything else) until you have another creature to which you can attach Lightning Greaves.
Myr Battlesphere
You choose the value for X as the last ability resolves. You can't choose a value for X that's greater than the number of untapped Myr you control.
As the last ability resolves, you can tap untapped Myr you control even if Myr Battlesphere is no longer on the battlefield by then. If that has happened, Myr Battlesphere won't be able to get the +X/+0 bonus, but it will still deal X damage to the appropriate player or planeswalker.
You can tap any untapped Myr you control as the last ability resolves, not just the Myr tokens you created with the first ability. This includes Myr that haven't been under your control since your most recent turn began.
Swiftfoot Boots
If a creature enters the battlefield under your control and gains haste, but then loses it before attacking, it won't be able to attack that turn. This means that you can't use one Swiftfoot Boots to allow two new creatures to attack in the same turn.
Weatherlight
A card, spell, or permanent is historic if it has the legendary supertype, the artifact card type, or the Saga subtype. Having two of those qualities doesn't make an object more historic than another or provide an additional bonus—an object either is historic or it isn't.
Also Printed in Other Drops
Some of these cards came in other Secret Lair drops too, each with its own art.
- Lightning GreavesThe Hobbit: Smaug's Spoils, Viva Las Rakdos, Marvel's Deadpool: I Fixed It (You're Welcome), Fallout: Greet the Dog, Marvel's Spider-Man: Villainous Plots
- Swiftfoot BootsGoblin Storm, Angels: They're Just Like Us but Cooler and with Wings, Heads I Win, Tails You Lose
- WeatherlightSecret Lair x Star Trek: Lower Decks
More from this theme
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.