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Secret Lair Theme

Teferi's Time Trouble

Teferi's Time Trouble 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 3 cards

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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.

  • Dack Fayden

    Dack Fayden

    Legendary Planeswalker — Dack

    • Card Kingdom $3.49
    • Cardmarket €2.98
    • Mana Pool $2.44
    • TCGplayer $2.59
  • Teferi, Time Raveler

    Teferi, Time Raveler

    Legendary Planeswalker — Teferi

    • Cardmarket €13.57
    • Mana Pool $11.72
    • TCGplayer $11.72
  • Karn, the Great Creator

    Karn, the Great Creator

    Legendary Planeswalker — Karn

    • Card Kingdom $13.99
    • Cardmarket €15.10
    • Mana Pool $11.64
    • TCGplayer $13.04

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.

DropVersionStore PriceCards One at a TimeCheaper
Teferi's Time Trouble Non-foil Price when it launched: $29.99, from a saved copy of the Secret Lair store page (Wayback Machine). $27.35 The single cards, by $2.64

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

13 rulings for 3 cards

Dack Fayden

Wizards of the Coast 8 Jun 2016

The ability of Dack's emblem will resolve before the spell that caused it to trigger.

Wizards of the Coast 8 Jun 2016

The targeted player draws two cards and discards two cards all while Dack's first ability is resolving. Nothing can happen between the two, and no player may choose to take actions.

Wizards of the Coast 8 Jun 2016

The effect of Dack's second ability and the effect of the emblem's ability last indefinitely. You won't lose control of the permanents if Dack leaves the battlefield.

Wizards of the Coast 8 Jun 2016

If you gain control of a permanent, and you leave the game, the control-changing effect will end. Unless there's another control-changing effect affecting that permanent, it will return to its owner's control.

Wizards of the Coast 8 Jun 2016

If you gain control of a permanent another player owns, and that player leaves the game, the permanent will also leave the game.

Karn, the Great Creator

Wizards of the Coast 3 May 2019

Activated abilities contain a colon. They're generally written "[Cost]: [Effect]." Some keyword abilities are activated abilities and will have colons in their reminder text, such as equip. Triggered abilities (starting with "when," "whenever," or "at") are unaffected by Karn.

Wizards of the Coast 3 May 2019

If a permanent has {X} in its mana cost, X is considered to be 0.

Wizards of the Coast 3 May 2019

A noncreature permanent that turns into a creature can attack, and its {T} abilities can be activated, only if its controller has continuously controlled that permanent since the beginning of their most recent turn. It doesn't matter how long the permanent has been a creature.

Wizards of the Coast 3 May 2019

Karn's last ability can't get a face-down card in exile, even if you know it's an artifact card.

Wizards of the Coast 3 May 2019

In a casual game, a card you choose from outside the game comes from your personal collection. In a tournament event, a card you choose from outside the game must come from your sideboard. You may look at your sideboard at any time.

Wizards of the Coast 3 May 2019

Karn's first ability affects only artifacts on the battlefield. Activated abilities that work in other zones can still be activated.

Teferi, Time Raveler

Wizards of the Coast 12 Jan 2024

If an effect allows opponents to cast a spell as though it had flash (for example, if your opponent also controls a Teferi, Time Raveler and activates his +1 loyalty ability), the restriction of Teferi's first ability takes precedence over that permission.

Wizards of the Coast 12 Jan 2024

You may activate Teferi's last ability without choosing any target. You'll just draw a card. However, if you do choose a target and the target permanent is an illegal target by the time Teferi's last ability tries to resolve, the ability doesn't resolve. You don't draw a card.

Also Printed in Other Drops

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

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.

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