

The Fairest Drop of All
The Fairest Drop of All 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 4 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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Estrid's Invocation // Estrid's Invocation
- Card Kingdom foil $13.99
- Cardmarket foil €6.31
- Mana Pool foil $6.04
- TCGplayer foil $7.14
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Steely Resolve // Steely Resolve
- Card Kingdom foil $10.99
- Cardmarket foil €11.06
- Mana Pool foil $7.47
- TCGplayer foil $8.02
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Estrid, the Masked // Estrid, the Masked
- Card Kingdom foil $4.49
- Cardmarket foil €2.52
- Mana Pool foil $2.55
- TCGplayer foil $3.02
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Tuvasa the Sunlit // Tuvasa the Sunlit
- Card Kingdom foil $16.99
- Cardmarket foil €9.23
- Mana Pool foil $13.65
- TCGplayer foil $16.49
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 |
|---|---|---|---|---|
| The Fairest Drop of All | Foil | Price when it launched: $49.99, from the community Magic wiki (mtg.wiki). | $34.67 | The single cards, by $15.32 |
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
30 rulings for 3 cards
Estrid, the Masked // Estrid, the Masked
If a spell or ability would destroy both an Aura with umbra armor and the creature it's enchanting at the same time, umbra armor's effect will save the enchanted creature from being destroyed. Instead, the spell or ability will destroy the Aura in two different ways at the same time, but the result is the same as destroying it once.
Umbra armor's effect is applied no matter why the enchanted creature would be destroyed: because it's been dealt lethal damage, or because it's being affected by an effect that says to "destroy" it (such as Breathe Your Last). In either case, all damage is removed from the creature and the Aura is destroyed instead.
If a creature enchanted with an Aura that has umbra armor has indestructible, lethal damage and effects that try to destroy it simply have no effect. Umbra armor won't do anything because it won't have to.
Umbra armor's effect is mandatory. If the enchanted creature would be destroyed, you must remove all damage from it (if it has any) and destroy the Aura that has umbra armor instead.
If a creature you control is enchanted with multiple Auras that have umbra armor, and the enchanted creature would be destroyed, one of those Auras is destroyed instead—but only one of them. You choose which one because you control the enchanted creature.
Some printings of this card refer to the ability "totem armor". This ability's name has been replaced with "umbra armor". This change does not affect the gameplay function of this card.
Umbra armor has no effect if the enchanted creature is put into a graveyard for any other reason, such as if it's sacrificed, if the "legend rule" applies to it, or if its toughness is 0 or less.
If a spell or ability says that it would "destroy" a creature enchanted with an Aura that has umbra armor, that spell or ability is what causes the Aura to be destroyed instead. Umbra armor doesn't destroy the Aura; rather, it changes the effects of the spell or ability. On the other hand, if a spell or ability deals lethal damage to a creature enchanted with an Aura that has umbra armor, the game rules regarding lethal damage cause the Aura to be destroyed, not that spell or ability.
If a creature enchanted with an Aura that has umbra armor would be destroyed by multiple state-based actions at the same time (most likely because a creature with deathtouch has dealt damage to that creature greater than or equal to its toughness), umbra armor's effect will replace all of them and save the creature.
Umbra armor's effect is not regeneration. Specifically, if umbra armor's effect is applied, the enchanted creature does not become tapped and is not removed from combat as a result. Effects that say the enchanted creature can't be regenerated won't prevent umbra armor's effect from being applied.
Estrid's second ability can't target Estrid, but the Mask token may legally enchant Estrid if you find a way to move it onto her.
You choose what each returning Aura will enchant just before that Aura enters the battlefield. The chosen recipient must be able to legally be enchanted by the Aura. This doesn't target the player or permanent it will enchant, so an opponent's permanent with hexproof may be chosen this way.
If an Aura card can't enchant anything, it remains in your graveyard.
An enchanted permanent is one with an Aura attached to it. Enchantment permanents you control that don't have Auras attached to them aren't enchanted.
Aura cards returned with Estrid's third ability may enchant non-Aura enchantments put onto the battlefield with that ability.
If an Aura with umbra armor is itself enchanted by another Aura with umbra armor, destroying either the first Aura or the permanent it enchants will result in only the second Aura being destroyed instead.
Estrid's second ability might target a permanent that can't have the Aura token attached to it. In this case, the token isn't created at all.
All of the non-Aura enchantments put onto the battlefield with Estrid's third ability enter at the same time. If any have triggered abilities that trigger on something else entering the battlefield, they'll see each other.
Estrid's Invocation // Estrid's Invocation
If the chosen enchantment is an Aura but Estrid's Invocation won't be able to legally enchant anything, Estrid's Invocation remains in its current zone and doesn't enter the battlefield. If Estrid's Invocation is on the stack, it's put into its owner's graveyard.
Estrid's Invocation copies exactly what was printed on the original enchantment (unless that enchantment is copying something else or is a token; see below). It doesn't copy whether that enchantment is tapped or untapped, whether it has any counters on it or any Auras attached to it, or any non-copy effects that have changed its types, color, or so on.
If Estrid's Invocation doesn't copy an enchantment as it enters the battlefield, it won't have the ability to exile it at the beginning of your upkeep. You can't have it copy itself to get this ability.
If the chosen enchantment is an Aura, you choose what it enchants just before Estrid's Invocation enters the battlefield. The chosen recipient must be able to legally be enchanted by the Aura Estrid's Invocation will be. This doesn't target the player or permanent it will enchant, so an opponent's permanent with hexproof may be chosen this way.
Any enters-the-battlefield abilities of the copied enchantment will trigger when Estrid's Invocation enters the battlefield. Any "as [this enchantment] enters the battlefield" or "[this enchantment] enters the battlefield with" abilities of the chosen enchantment will also work.
If the chosen enchantment is copying something else (for example, if the chosen enchantment is another Estrid's Invocation), then Estrid's Invocation enters the battlefield as whatever the chosen enchantment copied.
If the chosen enchantment is a token, Estrid's Invocation copies the original characteristics of that token as stated by the effect that created the token. Estrid's Invocation doesn't become a token in this case.
If the copied enchantment has {X} in its mana cost, X is considered to be 0.
If Estrid's Invocation somehow enters the battlefield at the same time as another enchantment, it can't become a copy of that enchantment. You may choose only an enchantment that's already on the battlefield.
Once Estrid's Invocation returns, it's considered a new object with no relation to the object that it was. You must choose an enchantment that's currently on the battlefield to copy (or to not copy anything). Auras that were attached to it will be put into their owners' graveyards. Any counters that were on it cease to exist.
Tuvasa the Sunlit // Tuvasa the Sunlit
Tuvasa's triggered ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
Because damage remains marked on a creature until it's removed as the turn ends, nonlethal damage dealt to Tuvasa may become lethal if some of your enchantments leave the battlefield during that turn.
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