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  4. Secret Lair x Star Trek: KHAAAAAAAAN
Secret Lair Drop Not yet released

Secret Lair x Star Trek: KHAAAAAAAAN

Six cards: Wrath of the Skies as "Best Served Cold", Commandeer, Illusionist's Gambit as "Reliant's Betrayal", Buried Alive, Genesis Wave and Fracture. Part of the Set Phasers to Superdrop, on sale November 9, 2026.

Released 6 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.

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

29 rulings for 5 cards

Buried Alive

Wizards of the Coast 4 Oct 2004

You can look in your library and then choose to find any number from zero to three creatures after you look at it.

Commandeer

Wizards of the Coast 1 Feb 2007

If you Commandeer a spell for which buyback has been paid, the card returns to its owner's hand.

Wizards of the Coast 15 Jul 2006

You may change any of the targeted spell's targets. If you change a target, you must choose a legal target for the spell. If you can't, you must leave the target the same (even if that target is now illegal).

Wizards of the Coast 15 Jul 2006

You may pay the alternative cost rather than the card's mana cost. Any additional costs are paid as normal.

Wizards of the Coast 15 Jul 2006

If the targeted spell has a triggered ability that copies it (for example, replicate or storm), the copies will be controlled by the player who cast that spell.

Wizards of the Coast 15 Jul 2006

After Commandeer resolves, you control the targeted spell. Any instance of "you" in that spell's text now refers to you, "an opponent" refers to one of your opponents, and so on. The change of control happens before new targets are chosen, so any targeting restrictions such as "target opponent" or "target creature you control" are now made in reference to you, not the spell's original controller. You may either change those targets to be legal in reference to you, or, if those are the spell's only targets, the spell doesn't resolve for having illegal targets. When the spell resolves, any illegal targets are unaffected by it and you make all decisions the spell's effect calls for.

Wizards of the Coast 15 Jul 2006

If you don't have two cards of the right color in your hand, you can't choose to cast the spell using the alternative cost.

Wizards of the Coast 15 Jul 2006

You can't exile a card from your hand to pay for itself. At the time you would pay costs, that card is on the stack, not in your hand.

Wizards of the Coast 15 Jul 2006

If you gain control of an instant or sorcery spell with Commandeer, it will still be put into its owner's graveyard when it resolves.

Genesis Wave

Wizards of the Coast 8 Nov 2024

If a card in a player's library has {X} in its mana cost, X is considered to be 0.

Wizards of the Coast 8 Nov 2024

If a permanent card in your library has no mana symbols in its upper right corner (because it's a land card, for example), its mana value is 0. Such cards can always be put onto the battlefield with Genesis Wave.

Wizards of the Coast 8 Nov 2024

You don't have to put permanent cards revealed this way onto the battlefield if you choose not to, regardless of their mana values.

Wizards of the Coast 8 Nov 2024

A permanent card is an artifact, battle, creature, enchantment, land, or planeswalker card.

Wizards of the Coast 8 Nov 2024

All of the permanents put onto the battlefield this way enter at the same time. If any have triggered abilities that trigger on something else entering, they'll see each other.

Wizards of the Coast 8 Nov 2024

If you have fewer than X cards in your library, you reveal all of them.

Illusionist's Gambit

Wizards of the Coast 17 Oct 2013

Creatures that didn't attack during the combat phase when Illusionist's Gambit resolved aren't required to attack in the additional combat phase, although they may. Those creatures can attack you or a planeswalker you control.

Wizards of the Coast 17 Oct 2013

If, during a player's declare attackers step, a creature is tapped, is affected by a spell or ability that says it can't attack, or hasn't been under that player's control continuously since the turn began (and doesn't have haste), then it doesn't attack.

Wizards of the Coast 17 Oct 2013

If there's a cost associated with having a creature attack, the player isn't forced to pay that cost, so it doesn't have to attack.

Wrath of the Skies

Wizards of the Coast 7 Jun 2024

Some triggered abilities state that you "may pay" a certain amount of {E}. You can't pay that amount multiple times to multiply the effect. You simply choose whether or not to pay that amount of {E} as the ability resolves.

Wizards of the Coast 7 Jun 2024

Choosing not to pay any {E} will have the same result as choosing to pay zero {E}. In either of these cases, each artifact, creature, and enchantment with a mana value of 0 will be destroyed.

Wizards of the Coast 7 Jun 2024

{E} is the energy symbol. It represents one energy counter.

Wizards of the Coast 7 Jun 2024

If a permanent on the battlefield has {X} in its mana cost, X is 0 when determining its mana value.

Wizards of the Coast 7 Jun 2024

If a spell or ability with one or more targets states that you "may pay" some amount of {E}, and each permanent that it targets has become an illegal target, the spell or ability won't resolve. You can't pay any {E} even if you want to.

Wizards of the Coast 7 Jun 2024

Energy counters are a kind of counter that a player may have. They're not associated with any specific permanents.

Wizards of the Coast 7 Jun 2024

If an effect says you get one or more {E}, you get that many energy counters. To pay one or more {E}, you lose that many energy counters. You can't pay more energy counters than you have. Any effects that interact with counters a player gets, has, or loses can interact with energy counters.

Wizards of the Coast 7 Jun 2024

Energy counters aren't mana. They don't go away as steps, phases, and turns end, and effects that add mana "of any type" can't give you energy counters.

Wizards of the Coast 7 Jun 2024

Some triggered abilities that state that you "may pay" a certain amount of {E} describe an effect that happens "If you do." In that case, no player may take actions to try to stop the ability's effect after you make your choice. If the payment is followed by the phrase "When you do," then you'll choose any targets for that reflexive triggered ability and put it on the stack before players can take actions.

Wizards of the Coast 7 Jun 2024

Some spells and abilities that give you {E} may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't get any {E}.

Wizards of the Coast 7 Jun 2024

Keep track of how many energy counters each player has. Potential ways to track this include writing theme down on paper or using dice, but any method that is clear and mutually agreeable is fine. (At higher levels of tournament play, dice may not be allowed for tracking counters that players have.)

Also Printed in Other Drops

Some of these cards came in other Secret Lair drops too, each with its own art.

More from this theme

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