

The Hobbit
The Hobbit is a : 5 drops and 22 cards. 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 5 drops 22 cards
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Every 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.
The Hobbit: Desolation Sold out $29.99 5 cards
| Version | Store Price | At the Store |
|---|---|---|
| Non-foil | $29.99 | Sold out |
| Foil | $39.99 | Sold out |
-
- Card Kingdom foil $5.99
- Cardmarket €2.00 foil €3.89
- Mana Pool $2.35 foil $2.44
- TCGplayer $3.18 foil $3.26
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- Card Kingdom $22.99 foil $24.99
- Cardmarket €13.26 foil €22.03
- Mana Pool $20.78 foil $23.96
- TCGplayer $23.20 foil $24.90
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- Card Kingdom $6.49 foil $6.99
- Cardmarket €3.83 foil €6.88
- Mana Pool $4.62 foil $5.19
- TCGplayer $4.10 foil $4.80
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- Card Kingdom $14.99 foil $17.99
- Cardmarket €3.90 foil €7.17
- Mana Pool $10.38 foil $13.27
- TCGplayer $11.35 foil $13.19
-
- Card Kingdom $3.99 foil $3.49
- Cardmarket €0.74 foil €2.63
- Mana Pool $1.44 foil $2.07
- TCGplayer $1.91 foil $2.91
The Hobbit: He Who Walks Unseen Out of Sight Sold out $59.99 5 cards
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- Card Kingdom foil $5.99
- Cardmarket foil €4.61
- Mana Pool foil $2.66
- TCGplayer foil $4.31
-
- Card Kingdom foil $6.49
- Cardmarket foil €4.27
- Mana Pool foil $4.74
- TCGplayer foil $5.55
-
- Card Kingdom foil $19.99
- Cardmarket foil €13.91
- Mana Pool foil $16.40
- TCGplayer foil $16.78
-
- Card Kingdom foil $11.99
- Cardmarket foil €6.54
- Mana Pool foil $5.93
- TCGplayer foil $8.82
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- Card Kingdom foil $34.99
- Cardmarket foil €19.66
- Mana Pool foil $25.26
- TCGplayer foil $26.72
The Hobbit: Over the Edge of the Wild On sale now $29.99 5 cards
| Version | Store Price | At the Store |
|---|---|---|
| Non-foil | $29.99 | On sale now |
| Foil | $39.99 | On sale now |
-
- Card Kingdom $4.99 foil $5.99
- Cardmarket €4.16 foil €4.44
- Mana Pool $3.64 foil $3.71
- TCGplayer $3.39 foil $3.48
-
- Card Kingdom $4.99 foil $4.99
- Cardmarket €2.53 foil €0.89
- Mana Pool $3.53 foil $3.53
- TCGplayer $3.52 foil $4.33
-
- Card Kingdom $2.99 foil $4.49
- Cardmarket €2.75 foil €2.43
- Mana Pool $1.86 foil $2.57
- TCGplayer $2.67 foil $2.45
-
- Cardmarket €7.57 foil €6.93
- Mana Pool $9.78 foil $18.23
- TCGplayer $9.37 foil $9.73
-
- Card Kingdom $5.99 foil $5.49
- Cardmarket €5.22 foil €3.95
- Mana Pool $4.15 foil $3.63
- TCGplayer $4.63 foil $4.04
The Hobbit: Second Breakfast and Beyond Sold out $29.99 8 cards
| Version | Store Price | At the Store |
|---|---|---|
| Non-foil | $29.99 | Sold out |
| Foil | $39.99 | Sold out |
-
- Card Kingdom $8.49 foil $6.99
- Cardmarket €5.52 foil €5.71
- Mana Pool $5.96 foil $5.63
- TCGplayer $8.78 foil $6.50
-
- Card Kingdom $9.49 foil $14.99
- Cardmarket €6.43 foil €5.05
- Mana Pool $10.40 foil $10.24
- TCGplayer $7.20 foil $9.02
-
- Card Kingdom foil $14.99
- Cardmarket €5.36 foil €6.18
- Mana Pool $14.12 foil $19.56
- TCGplayer $10.37 foil $16.62
-
- Card Kingdom $7.49 foil $7.99
- Cardmarket €6.60 foil €6.68
- Mana Pool $6.63 foil $8.36
- TCGplayer $7.07 foil $7.55
-
- Card Kingdom $7.49 foil $8.49
- Cardmarket €6.09 foil €6.22
- Mana Pool $6.76 foil $9.70
- TCGplayer $7.02 foil $8.40
-
- Card Kingdom $9.49 foil $10.99
- Cardmarket €7.00 foil €6.74
- Mana Pool $8.84 foil $11.93
- TCGplayer $9.41 foil $8.83
-
- Card Kingdom $9.49 foil $9.49
- Cardmarket €6.60 foil €6.08
- Mana Pool $10.70 foil $11.86
- TCGplayer $7.27 foil $6.52
-
- Card Kingdom $10.99 foil $11.99
- Cardmarket €6.82 foil €5.60
- Mana Pool $8.79 foil $9.70
- TCGplayer $8.32 foil $7.82
The Hobbit: Smaug's Spoils On sale now $29.99 5 cards
| Version | Store Price | At the Store |
|---|---|---|
| Non-foil | $29.99 | On sale now |
| Foil | $39.99 | Sold out |
-
- Card Kingdom $6.99
- Cardmarket €5.36 foil €7.63
- Mana Pool $5.79 foil $5.72
- TCGplayer $5.66 foil $8.42
-
- Card Kingdom foil $8.99
- Cardmarket €5.69 foil €7.14
- Mana Pool $7.03 foil $7.29
- TCGplayer $6.73 foil $7.97
-
- Card Kingdom $6.99 foil $7.49
- Cardmarket €2.63 foil €0.02
- Mana Pool $4.67 foil $5.19
- TCGplayer $4.97 foil $5.45
-
- Card Kingdom $19.99 foil $22.99
- Cardmarket €19.92 foil €22.06
- Mana Pool $16.66 foil $20.82
- TCGplayer $17.66 foil $21.65
-
- Card Kingdom $8.49 foil $9.99
- Cardmarket €2.49 foil €2.29
- Mana Pool $8.40 foil $8.01
- TCGplayer $7.66 foil $9.32
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 Hobbit: Desolation | Foil | $39.99 | $49.06 | The store, by $9.07 |
| The Hobbit: Desolation | Non-foil | $29.99 | $43.74 | The store, by $13.75 |
| The Hobbit: Over the Edge of the Wild | Foil | $39.99 | $24.03 | The single cards, by $15.96 |
| The Hobbit: Over the Edge of the Wild | Non-foil | $29.99 | $23.58 | The single cards, by $6.41 |
| The Hobbit: Second Breakfast and Beyond | Foil | $39.99 | $71.26 | The store, by $31.27 |
| The Hobbit: Second Breakfast and Beyond | Non-foil | $29.99 | $65.44 | The store, by $35.45 |
| The Hobbit: Smaug's Spoils | Foil | $39.99 | $52.81 | The store, by $12.82 |
| The Hobbit: Smaug's Spoils | Non-foil | $29.99 | $42.68 | The store, by $12.69 |
When It Was on Sale
What the Secret Lair store listed for each version, and when it sold out.
| Drop | Version | Price | Status | On Sale | Sold Out |
|---|---|---|---|---|---|
| The Hobbit: Desolation | Foil | $39.99 | Sold out | ||
| The Hobbit: Desolation | Non-foil | $29.99 | Sold out | ||
| The Hobbit: He Who Walks Unseen Out of Sight | $59.99 | Sold out | |||
| The Hobbit: Over the Edge of the Wild | Foil | $39.99 | On sale now | N/A | |
| The Hobbit: Over the Edge of the Wild | Non-foil | $29.99 | On sale now | N/A | |
| The Hobbit: Second Breakfast and Beyond | Foil | $39.99 | Sold out | ||
| The Hobbit: Second Breakfast and Beyond | Non-foil | $29.99 | Sold out | ||
| The Hobbit: Smaug's Spoils | Foil | $39.99 | Sold out | ||
| The Hobbit: Smaug's Spoils | Non-foil | $29.99 | On sale now | N/A |
Ready-made Decks From the Same World
Wizards also sells a (a ready-made Commander deck) for this franchise. Here they are, along with any cards from this page that each one also holds.PreconShort for preconstructed deck: a ready-to-play deck sold in a box by Wizards of the Coast. A Commander precon comes with its commander and all 100 cards, so you can play it straight away and change cards later.Open the full glossary
18 cards on this page are in none of these decks.
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
74 rulings for 13 cards
Arcane Heist
If you choose not to cast the copy, or you can’t cast it (perhaps because there are no legal targets available), the copy will cease to exist the next time state-based actions are performed. You won’t get a chance to cast the copy at a later time.
You can choose only a creature to encode the card onto.
If the spell with cipher doesn’t resolve, none of its effects will happen, including cipher. The card will go to its owner’s graveyard and won’t be encoded on a creature.
You choose the creature as the spell resolves. The cipher ability doesn’t target that creature.
You choose whether to cast the target instant or sorcery card as Arcane Heist resolves. If you do, you do so as part of the resolution of Arcane Heist. You can’t wait to cast it later in the turn. Timing restrictions based on the card’s types are ignored.
If another player gains control of the creature, that player will control the triggered ability. That player will create a copy of the encoded card and may cast it.
If the creature leaves the battlefield, the exiled card will no longer be encoded on any creature. It will stay exiled.
If you cast a spell “without paying its mana cost,” you can’t choose to cast it for any alternative costs. You can, however, pay additional costs, such as kicker costs. If the spell has any mandatory additional costs, those must be paid to cast the spell.
The exiled card with cipher grants a triggered ability to the creature it’s encoded on. If that creature loses that ability and subsequently deals combat damage to a player, the triggered ability won’t trigger. However, the exiled card will continue to be encoded on that creature.
If a creature with an encoded card deals combat damage to more than one player simultaneously (perhaps because some of the combat damage was redirected), the triggered ability will trigger once for each player it deals combat damage to. Each ability will create a copy of the exiled card and allow you to cast it.
You cast the copy of the card with cipher during the resolution of the triggered ability. Ignore timing restrictions based on the card’s type.
If the spell you cast has {X} in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
The spell with cipher is encoded on the creature as part of that spell’s resolution, just after the spell’s other effects. That card goes directly from the stack to exile. It never goes to the graveyard.
The copy of the card with cipher is created in and cast from exile.
Cloudshift
When an effect returns the exiled card "under your control," you control it indefinitely after that. In a multiplayer game, if a player leaves the game, all cards that player owns leave as well. If you leave the game, any creatures you control from Cloudshift's effect are exiled.
The returned card won't be the target of any spells or abilities that targeted it before. Any spells that don't target, such as Akroma's Vengeance, will still affect it.
Once the exiled permanent returns, it's considered a new object with no relation to the object that it was. Auras attached to the exiled permanent will be put into their owners' graveyards. Equipment attached to the exiled permanent will become unattached and remain on the battlefield. Any counters on the exiled permanent will cease to exist.
If a token is exiled this way, it will cease to exist and won't return to the battlefield.
Contentious Plan
Players can respond to a spell or ability whose effect includes proliferating. Once that spell or ability starts to resolve, however, and its controller chooses which permanents and players will get new counters, it's too late for anyone to respond.
An ability that triggers "Whenever you proliferate" triggers even if you chose no permanents or players while doing so.
If a permanent ever has both +1/+1 counters and -1/-1 counters on it at the same time, they're removed in pairs as a state-based action so that the permanent has only one of those kinds of counters on it.
If a player or permanent has more than one kind of counter on it, and you choose for it to get additional counters, it must get one of each kind of counter it already has. You can't have it get just one kind of counter it already has and not the others.
To proliferate, you can choose any permanent that has a counter, including ones controlled by opponents. You can choose any player who has a counter, including opponents. You can't choose cards in any zone other than the battlefield, even if they have counters on them.
You don't have to choose every permanent or player that has a counter, only the ones you want to add another counter to. Since "any number" includes zero, you don't have to choose any permanents at all, and you don't have to choose any players at all.
Curiosity
Curiosity doesn't trigger if the enchanted creature deals damage to a planeswalker or to a battle.
If you control Curiosity and it's enchanting an opponent's creature, you won't draw a card when that creature deals damage to you. The creature has to deal damage to one of your opponents for the ability to trigger.
You draw one card each time the enchanted creature deals damage to an opponent, no matter how much damage it deals.
Any damage dealt by the enchanted creature to an opponent will cause Curiosity to trigger, not just combat damage.
"You" refers to the controller of Curiosity, which may be different from the controller of the enchanted creature. "An opponent" refers to an opponent of Curiosity's controller.
Diabolic Intent
Players can only respond once this spell has been cast and all its costs have been paid. No one can try to destroy the creature you sacrificed to prevent you from casting this spell.
You must sacrifice exactly one creature to cast this spell; you cannot cast it without sacrificing a creature, and you cannot sacrifice additional creatures.
Players can only respond once this spell has been cast and all its costs have been paid. No one can try to destroy the creature you sacrificed to prevent you from casting this spell.
You must sacrifice exactly one creature to cast this spell; you cannot cast it without sacrificing a creature, and you cannot sacrifice additional creatures.
You must choose a card if there are any in your library.
Dread Return
You choose the target for Dread Return before paying any of its costs, so it's not possible to cast it using flashback and bring back one of the creatures you sacrifice.
A spell cast using flashback will always be exiled afterward, whether it resolves, is countered, or leaves the stack in some other way.
To determine the total cost of a spell, start with the mana cost or alternative cost (such as a flashback cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
You must still follow any timing restrictions and permissions, including those based on the card's type. For instance, you can cast a sorcery using flashback only when you could normally cast a sorcery.
You can cast a spell using flashback even if it was somehow put into your graveyard without having been cast.
"Flashback [cost]" means "You may cast this card from your graveyard by paying [cost] rather than paying its mana cost" and "If the flashback cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack."
If a card with flashback is put into your graveyard during your turn, you can cast it if it's legal to do so before any other player can take any actions.
Fellwar Stone
Fellwar Stone doesn't care about any restrictions or riders your opponents' lands (such as Ancient Ziggurat or Hall of the Bandit Lord) put on the mana they produce. It just cares about colors of mana.
Fellwar Stone checks the effects of all mana-producing abilities of lands your opponents control, but it doesn't check their costs. For example, Vivid Crag has the ability "{T}, Remove a charge counter from Vivid Crag: Add one mana of any color." If an opponent controls Vivid Crag and you control Fellwar Stone, you can tap Fellwar Stone for any color of mana. It doesn't matter whether Vivid Crag has a charge counter on it, and it doesn't matter whether it's untapped.
The colors of mana are white, blue, black, red, and green. Fellwar Stone can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.
When determining what colors of mana your opponents' lands could produce, take into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there is more than one, consider them in any possible order.
The ability can be activated if the opponent has no lands that produce mana, but the effect will not be able to generate any mana.
It only produces one mana even if the land can produce more than one.
This works even if the opponent's lands are tapped. It only checks what kinds of mana can be produced, not if the abilities that produce them are usable right now.
Food Coma
Food is an artifact type. Even though it appears on some creatures, it's never a creature type.
You can't sacrifice a Food to pay multiple costs. For example, you can't sacrifice a Food token to activate its own ability and also to activate Maraleaf Rider's ability.
Some spells and abilities that create Food tokens 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 create any Food tokens.
Whatever you do, don't eat the delicious cards.
Imp's Mischief
If a spell targets multiple things, you can't target it with Imp's Mischief, even if all but one of those targets have become illegal.
You don't choose the new target for the spell until Imp's Mischief resolves. You must change the target if possible. However, you can't change the target to an illegal target. If there are no legal targets to choose from, the target isn't changed. It doesn't matter if the original target has somehow become illegal itself.
This only targets the spell being changed, not the original or new target of the spell it is affecting.
The target of a spell that targets another spell on the stack can be changed to any other spell on the stack, even if the new target will resolve before the spell does.
You can't make a spell which is on the stack target itself.
If there is no other legal target for the spell, this does not change the target.
You can choose to make a spell on the stack target this spell (if such a target choice would be legal had the spell been cast while this spell was on the stack). The new target for the deflected spell is not chosen until this spell resolves. This spell is still on the stack when new targets are selected for the spell.
You choose the spell to target on announcement, but you pick the new target for that spell on resolution.
Once the spell resolves, the new target is considered to be targeted by the deflected spell. This will trigger any effects which trigger on being targeted.
This does not check if the current target is legal. It just checks if the spell has a single target.
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.
Read the Bones
When you scry, you may put all the cards you look at back on top of your library, you may put all of those cards on the bottom of your library, or you may put some of those cards on top and the rest of them on the bottom.
The loss of life is part of the spell's effect. It's not an additional cost. If Read the Bones doesn't resolve, you won't lose life.
Scry appears on some spells and abilities with one or more targets. If all of the spell or ability's targets are illegal when it tries to resolve, it won't resolve and none of its effects will happen. You won't scry.
You perform the actions stated on a card in sequence. For some spells and abilities, that means you'll scry last. For others, that means you'll scry and then perform other actions.
You choose how to order cards returned to your library after scrying no matter where you put them.
Seize the Spoils
You must discard exactly one card to cast Seize the Spoils; you can't cast it without discarding a card, and you can't discard additional cards.
You must discard exactly one card to cast Seize the Spoils; you can't cast it without discarding a card, and you can't discard additional cards.
Stony Silence
No abilities of artifacts can be activated, including mana abilities.
Stony Silence's ability affects only artifacts on the battlefield. Activated abilities that work in other zones (such as cycling) can still be activated. Triggered abilities (starting with "when," "whenever," or "at") are unaffected.
Activated abilities contain a colon. They're generally written "[Cost]: [Effect]." Some keyword abilities, such as equip, are activated abilities and will have colons in their reminder text.
Also Printed in Other Drops
Some of these cards came in other Secret Lair drops too, each with its own art.
- CuriosityLi'l Giri Saves the Day
- DefileDungeons & Dragons: Death is in the Eyes of the Beholder II
- Fellwar StoneFrom Cute to Brute, Blood Bowl
- FoodSecret Lair Promo x Garfield Lasagna Food Token, Oishii! Tokens オイシイ! トークン
- Imp's MischiefThe Zeta Set
- Lightning GreavesViva Las Rakdos, Marvel's Deadpool: I Fixed It (You're Welcome), Fallout: Greet the Dog, Marvel's Spider-Man: Villainous Plots, Marvel's Spider-Man: Heroic Deeds
- Sol RingSecret Lair Commander Deck: Odds and Ends, Masters of the Universe: She-Ra, Princess of Power, The Zeta Set, Hatsune Miku, Stardew Valley: Welcome to Stardew Valley
- Solve the EquationKamigawa: the Manga: the Cards
- Thought VesselThe Zeta Set, Brain Dead: Staples, Through the Wormhole, Heads I Win, Tails You Lose
- Tocasia's WelcomeRaining Cats and Dogs
- WindfallThe Zeta Set, Iron Maiden: Eddie Unchained, Ghostbusters: Slimer
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.