

Time Trouble Two
Time Trouble Two 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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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 $39.99
- Cardmarket €26.82 foil €27.21
- Mana Pool $30.66 foil $28.41
- TCGplayer $26.84 foil $28.81
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- Card Kingdom $7.49 foil $6.49
- Cardmarket €4.83 foil €5.72
- Mana Pool $7.16 foil $6.73
- TCGplayer $6.93 foil $8.25
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- Card Kingdom $5.99 foil $3.99
- Cardmarket €2.81 foil €3.30
- Mana Pool $3.91 foil $4.23
- TCGplayer $3.91 foil $4.47
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 |
|---|---|---|---|---|
| Time Trouble Two | Foil | Price when it launched: $39.99, from a saved copy of the Secret Lair store page (Wayback Machine). | $41.53 | The store, by $1.54 |
| Time Trouble Two | Non-foil | Price when it launched: $29.99, from a saved copy of the Secret Lair store page (Wayback Machine). | $37.68 | The store, by $7.69 |
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 3 cards
Narset, Parter of Veils
If an opponent hasn't drawn any cards in a turn and a spell or ability instructs that player to draw multiple cards, that player will just draw one card. However, if the draws are optional, the player can't choose to draw, even if they could draw one card this way.
Replacement effects (such as that of Underrealm Lich or the first ability of Jace, Wielder of Mysteries) can't be used to replace draws that Narset disallows. However, if an opponent's first draw is replaced (by Underrealm Lich's ability, for example), that draw didn't happen and Narset won't stop the next draw (which may also be replaced by Underrealm Lich's ability).
Narset will "see" cards drawn by opponents earlier in the turn she entered the battlefield, although Narset can't affect cards drawn before she entered the battlefield. For example, if an opponent draws two cards, then Narset enters the battlefield, that opponent can't draw more cards that turn, but the two drawn cards are unaffected.
Your opponents can each draw a maximum of one card each on each player's turn. Subsequent card draws during that turn are ignored.
Nissa, Who Shakes the World
The effect of Nissa's first loyalty ability lasts indefinitely. It doesn't wear off during the cleanup step.
Tezzeret, Agent of Bolas
The artifact targeted by the second ability will retain any types, subtypes, or supertypes it has. Notably, if an Equipment becomes an artifact creature, it usually can't be attached to another creature. If it was attached to a creature, it becomes unattached.
If the target of the second ability is already an artifact creature, its power and toughness will each become 5. This overwrites all previous effects that set the creature's power and toughness to specific values. Any power- or toughness-setting effects that start to apply after this ability resolves will overwrite this effect.
The number of artifacts you control is counted when the last ability resolves, not when it is activated.
Effects that modify that creature's power or toughness, such as the effects of Giant Growth, will apply to it no matter when they started to take effect. The same is true for counters that change the creature's power or toughness (such as -1/-1 counters) and effects that switch its power and toughness.
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.