

vroooOOOMMMMMM!
vroooOOOMMMMMM! 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 5 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 $16.99
- Cardmarket €19.78 foil €38.58
- Mana Pool $12.01 foil $17.70
- TCGplayer $13.89 foil $18.55
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- Card Kingdom $6.99 foil $9.99
- Cardmarket €4.98 foil €6.62
- Mana Pool $4.07 foil $6.51
- TCGplayer $4.61 foil $6.30
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- Card Kingdom $2.99
- Cardmarket €2.67 foil €5.05
- Mana Pool $2.24 foil $3.59
- TCGplayer $2.40 foil $4.31
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- Card Kingdom $29.99 foil $94.99
- Cardmarket €26.53 foil €115.41
- Mana Pool $27.72 foil $72.92
- TCGplayer $27.78 foil $81.51
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- Card Kingdom $19.99 foil $37.99
- Cardmarket €17.00 foil €32.61
- Mana Pool $23.33 foil $20.51
- TCGplayer $20.61 foil $26.68
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 |
|---|---|---|---|---|
| vroooOOOMMMMMM! | Foil | Price when it launched: $39.99, from a saved copy of the Secret Lair store page (Wayback Machine). | $137.35 | The store, by $97.36 |
| vroooOOOMMMMMM! | Non-foil | Price when it launched: $29.99, from a saved copy of the Secret Lair store page (Wayback Machine). | $69.29 | The store, by $39.30 |
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
24 rulings for 4 cards
Lava Dart
A spell cast using flashback will always be exiled afterward, whether it resolves, is countered, or leaves the stack in some other way.
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.
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 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.”
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.
Monastery Swiftspear
An ability that triggers when a player casts a spell resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
Any spell you cast that doesn't have the type creature will cause prowess to trigger. If a spell has multiple types, and one of those types is creature (such as an artifact creature), casting it won't cause prowess to trigger. Playing a land also won't cause prowess to trigger.
Once it triggers, prowess isn't connected to the spell that caused it to trigger. If that spell is countered, prowess will still resolve.
Prowess goes on the stack on top of the spell that caused it to trigger. It will resolve before that spell.
Soul-Scar Mage
If a spell or ability an opponent controls causes a source you control to deal noncombat damage to a creature an opponent controls, that damage will be replaced with -1/-1 counters.
If an effect causes a creature you control to fight a creature an opponent controls, the damage is dealt simultaneously. For instance, if your 2/2 creature fights an opponent’s 4/4 creature, your creature will be dealt 4 damage and your opponent’s creature will have two -1/-1 counters put on it.
If multiple prevention and/or replacement effects are trying to apply to the same damage, the controller of the creature that would be dealt damage chooses the order in which to apply them. As examples, an opponent could choose to apply the effect of Djeru’s Resolve and prevent the damage rather than put -1/-1 counters on it; or an opponent could choose to convert the damage to -1/-1 counters before Insult could double it, and then Insult’s effect won’t apply anymore.
Soul-Scar Mage’s effect isn’t a prevention effect. Damage that can’t be prevented will be replaced with -1/-1 counters.
Underworld Breach
If you cast a spell with its escape permission, you can't choose to apply any other alternative costs or to cast it without paying its mana cost. If it has any additional costs, you must pay those.
After an escaped spell resolves, it returns to its owner's graveyard if it's not a permanent spell. If it is a permanent spell, it enters the battlefield and will return to its owner's graveyard if it dies later. Perhaps it will escape again—good underworld security is so hard to come by these days.
If you're casting an adventurer card or split card with escape, you choose how you wish to cast it, then pay the appropriate cost (for the Adventure, the creature, or the half of the split card you chose) plus exiling three cards.
Escape's permission doesn't change when you may cast the spell from your graveyard.
If a card has no mana cost, its escape cost is an unpayable cost, so you can't cast it for that cost.
If a card with escape is put into your graveyard during your turn, you'll be able to cast it right away if it's legal to do so, before an opponent can take any actions.
If a card has multiple abilities giving you permission to cast it, such as two escape abilities or an escape ability and a flashback ability, you choose which one to apply. The others have no effect.
If a spell you're casting with escape has an additional cost of discarding cards or sacrificing permanents, you may exile cards discarded or sacrificed this way to pay that part of its escape cost.
To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as an escape cost), add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was and no matter whether an alternative cost was paid.
Once you begin casting a spell with escape, it immediately moves to the stack. Players can't take any other actions until you're done casting the spell.
Also Printed in Other Drops
Some of these cards came in other Secret Lair drops too, each with its own art.
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.