Theros Stargazing: Vol. II (Thassa) was the second installment in the Theros Stargazing Secret Lair series, featuring three foil alternate-art Gods from the plane of Theros. Illustrated by Jason A. Engle, the cards received the series' signature constellation-inspired treatment, creating a cohesive celestial aesthetic across the set. The drop highlighted Theros's connections to the sea, civilization, and the unknown, while featuring legendary creatures with strong recognition among Theros fans and Commander players.
The total value includes bonus cards only if all are guaranteed to be included.
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Lair Tracker Score
Overall Score
A weighted blend of the five category scores into a single overall grade for this Secret Lair.
Value
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Historical
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Collectibility
How desirable this lair is to collectors — artist popularity, demand for the theme, and whether the market shows a real premium for it.
55
Playability
How much the cards in this lair actually get played in constructed formats like Commander, not just whether they are legal to play.
48
Uniqueness
How much this lair stands out — unusual foil treatments, novel mechanics, or exclusive bonus cards, not just new artwork.
50
Sealed Price
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Secret Lair Cards
Ephara, God of the Polis
Indestructible
As long as your devotion to white and blue is less than seven, Ephara isn't a creature.
At the beginning of each upkeep, if you had another creature enter the battlefield under your control last turn, draw a card.
Indestructible
As long as your devotion to green and blue is less than seven, Kruphix isn't a creature.
You have no maximum hand size.
If you would lose unspent mana, that mana becomes colorless instead.
Indestructible
As long as your devotion to blue is less than five, Thassa isn't a creature. (Each {U} in the mana costs of permanents you control counts toward your devotion to blue.)
At the beginning of your upkeep, scry 1.
{1}{U}: Target creature you control can't be blocked this turn.
Given the rarity and limited information on some bonus cards, this may not be a complete list of all potential bonus cards available in this Secret Lair.
Ashiok, Dream Render
Spells and abilities your opponents control can't cause their controller to search their library.
−1: Target player mills four cards. Then exile each opponent's graveyard.
Artifact, instant, and sorcery spells your opponents cast cost {1} more to cast.
−1: Until your next turn, prevent all damage that would be dealt to and dealt by target permanent an opponent controls.
If you would draw a card while your library has no cards in it, you win the game instead.
+1: Target player mills two cards. Draw a card.
−8: Draw seven cards. Then if your library has no cards in it, you win the game.
Spells your opponents cast that target a creature or planeswalker you control cost {2} more to cast.
−2: Create a 2/2 blue Wizard creature token. Draw a card, then discard a card.
Each opponent can't draw more than one card each turn.
−2: Look at the top four cards of your library. You may reveal a noncreature, nonland card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Nicol Bolas has all loyalty abilities of all other planeswalkers on the battlefield.
+1: You draw a card. Each opponent exiles a card from their hand or a permanent they control.
−3: Destroy target creature or planeswalker.
−8: Each opponent who doesn't control a legendary creature or planeswalker loses the game.
Whenever you cast or copy an instant or sorcery spell, Ral deals 1 damage to target opponent or planeswalker.
+2: Scry 1.
−2: When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
Whenever you cast a noncreature spell, create a 1/1 colorless Servo artifact creature token.
−2: Target artifact you control becomes a copy of another target artifact or creature you control until end of turn, except it's an artifact in addition to its other types.
Spells and abilities your opponents control can't cause you to discard cards or sacrifice permanents.
+1: Choose a nonland card name, then reveal the top four cards of your library. Put all cards with the chosen name from among them into your hand and the rest into your graveyard.
−3: Return target card from your graveyard to your hand.
Each opponent can cast spells only any time they could cast a sorcery.
+1: Until your next turn, you may cast sorcery spells as though they had flash.
−3: Return up to one target artifact, creature, or enchantment to its owner's hand. Draw a card.