Secret Lair Drop
[1][R] You Find Some Prisoners - Foil
SLD#7100#F
Choose one —• Break Their Chains — Destroy target artifact.• Interrogate Them — Exile the top three cards of target opponent's library. Choose one of them. Until the end of your next turn, you may play that card, and you may spend mana as though it were mana of any color to cast it.
[rare] rare
Secret Lair Drop
[2][G][G] Maro - Foil
SLD#718#F
Maro's power and toughness are each equal to the number of cards in your hand.
[rare] rare
Secret Lair Drop
[2][B-R][B-R] Angrath, Captain of Chaos - Foil
SLD#527#F
Creatures you control have menace.−2: Amass Zombies 2. (Put two +1/+1 counters on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
[uncommon] uncommon
Secret Lair Drop
[1][G][W][U] Questing Phelddagrif
SLD#671#N
: Questing Phelddagrif gets +1/+1 until end of turn. Target opponent creates a 1/1 green Hippo creature token.: Questing Phelddagrif gains protection from black and from red until end of turn. Target opponent gains 2 life.: Questing Phelddagrif gains flying until end of turn. Target opponent may draw a card.
[rare] rare
Secret Lair Drop
[1][G] Sylvan Ranger - Foil
SLD#779#F
When Sylvan Ranger enters, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle.
[rare] rare
Secret Lair Drop
[W] Sidewinder Sliver - Foil
SLD#615#F
All Sliver creatures have flanking. (Whenever a creature without flanking blocks a Sliver, the blocking creature gets -1/-1 until end of turn.)
[rare] rare
Secret Lair Drop
[3][U] Mesmeric Sliver - Foil
SLD#620#F
All Slivers have "When this permanent enters, you may fateseal 1." (To fateseal 1, its controller looks at the top card of an opponent's library, then they may put that card on the bottom of that library.)
[rare] rare
Secret Lair Drop