MSEM Secret Lair Drops

MSEM Secret Lair Drops contains 1373 cards.
Released: 2021-03-01
New Divide

New Divide

Land
As New Divide enters, you may pay 2 life. If you don't, it enters tapped.
{T}, Sacrifice New Divide: Search your library for a basic land card, put it onto the battlefield, then shuffle.
Corrupted Memory

Corrupted Memory {B}

Sorcery
Glitch {1} (Remove one [restriction] for each time you pay the glitch cost.)
Target opponent reveals their hand. You choose a [noncreature,] nonland card [with mana value 3 or less] from among them. That player discards that card.
“I only wanted to help... I only wanted to help!”
Cradle of Corruption

Cradle of Corruption

Legendary Land - Swamp
Cradle of Corruption enters tapped.
Whenever a creature dies, put a creation counter on Cradle of Corruption.
{T}, Remove ten creation counters from Cradle of Corruption and sacrifice it: Put up to two target creature cards from graveyards onto the battlefield under your control. Activate only as a sorcery.
Sedate Tundra

Sedate Tundra

Land - Plains Island
({T}: Add {W} or {U}.)
Whenever Sedate Tundra becomes tapped, you lose 1 life unless you control two or more basic lands.
Murmuring Falls

Murmuring Falls

Land - Island Swamp
({T}: Add {U} or {B}.)
Whenever Murmuring Falls becomes tapped, you lose 1 life unless you control two or more basic lands.
Crumbling Precipice

Crumbling Precipice

Land - Swamp Mountain
({T}: Add {B} or {R}.)
Whenever Crumbling Precipice becomes tapped, you lose 1 life unless you control two or more basic lands.
Rampant Summit

Rampant Summit

Land - Mountain Forest
({T}: Add {R} or {G}.)
Whenever Rampant Summit becomes tapped, you lose 1 life unless you control two or more basic lands.
Resplendent Substratum

Resplendent Substratum

Land - Forest Plains
({T}: Add {G} or {W}.)
Whenever Resplendent Substratum becomes tapped, you lose 1 life unless you control two or more basic lands.
Arctic Mine

Arctic Mine

Land - Plains Swamp
({T}: Add {W} or {B}.)
Whenever Arctic Mine becomes tapped, you lose 1 life unless you control two or more basic lands.
Crystal Cavern

Crystal Cavern

Land - Island Mountain
({T}: Add {U} or {R}.)
Whenever Crystal Cavern becomes tapped, you lose 1 life unless you control two or more basic lands.
Nomad's Township

Nomad's Township

Land - Swamp Forest
({T}: Add {B} or {G}.)
Whenever Nomad's Township becomes tapped, you lose 1 life unless you control two or more basic lands.
Forgotten Steppe

Forgotten Steppe

Land - Mountain Plains
({T}: Add {R} or {W}.)
Whenever Forgotten Steppe becomes tapped, you lose 1 life unless you control two or more basic lands.
Shifting Glade

Shifting Glade

Land - Forest Island
({T}: Add {G} or {U}.)
Whenever Shifting Glade becomes tapped, you lose 1 life unless you control two or more basic lands.
Harm's Way

Harm's Way {W}

Instant
The next 2 damage that a source of your choice would deal to you and/or permanents you control this turn is dealt to any target instead.
“Every knight here would gladly put their life on the line to protect His Roaring Grace. He would do the same for us.”
Consult the Dewdrops

Consult the Dewdrops {1}{U}

Instant
Look at the top four cards of your library. You may reveal a noncreature card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
Shamans and scholars alike study the stagnant Frondpond waters.
Duress

Duress {B}

Sorcery
Target opponent reveals their hand. You choose a noncreature, nonland card from it. That player discards that card.
Leafdown bandits have learned that even if a mark isn't carrying any valuables, they may at least have some juicy secrets.
A Journey Begins

A Journey Begins {G}

Sorcery
Look at the top five cards of your library. You may reveal a permanent card with mana value 3 or less from among them and put it into your hand. Put the rest on the bottom of your library in any order.
Harmonized Intellect

Harmonized Intellect {2}{U}{R}

Instant
As you cast instant and sorcery spells this turn, they gain “Draw a card” and “This spell deals 1 damage to any target.”
As Boxue stepped out of the Blind Eternities, the intense sense of twoness faded, replaced with Ma'Long familiar presence.
Rain of Ruin

Rain of Ruin {X}{X}{B}{R}

Sorcery
Up to X target creatures gain winnow until end of turn. (Damage dealt to a creature with winnow also causes its controller to lose that much life.)
Rain of Ruin deals 2 damage to each creature.
Tinyvale's archers readied their bows and took aim at Azos. But until their arrows hit, the tyrant would take his due.
Duelist's Forms

Duelist's Forms {1}{U/R}

Sorcery
Target creature gets +2/+0 until end of turn and can't be blocked except by three or more creatures this turn.
Flashback {U/R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
“You've got an unconventional fighting style? That's the best kind!”
—Admiral Olson Stout
Justiciar Overseer

Justiciar Overseer {2}{W}

Creature - Angel Soldier
Flash
Flying
When Justiciar Overseer enters, the next 2 damage that a source of your choice would deal to you and/or permanents you control this turn is dealt to any target instead.
3/1
Cursory Glance

Cursory Glance {1}{U}

Instant
Counter target spell with mana value 3 or less.
“Ghariv is in its most frightful hour. We simply have no time to listen to the pleas of the laymen.”
—His Holiness Jorah
Thin the Veil

Thin the Veil {2}{B}{B}

Sorcery
Search your library for a nonland card not named Thin the Veil, exile it, then shuffle. If it has mana value less than or equal to the number of card types among cards in your graveyard, you may cast it without paying its mana cost. If you don't, put it into your hand.
Villainy

Villainy {B}{B}{B}

Enchantment
Whenever one or more creatures die for the first time each turn, you draw a card and you lose 1 life.
Whenever you cast a black noncreature spell, Villainy deals 2 damage to any target and you gain 2 life.
Merciless Shieldbreaker

Merciless Shieldbreaker {2}{R}{R}

Creature - Orc Warrior
Whenever Merciless Shieldbreaker enters or attacks, target opponent puts three rust counters on a permanent they control with no rust counters on it. That permanent gains “At the beginning of your upkeep, remove a rust counter from this permanent. Then if there are no rust counters on this permanent, sacrifice it and it deals 4 damage to you.”
4/4