Secret Lair Commander Deck: Odds and Ends was built around the theme of odd numbers, with its strategy centered on rewarding careful sequencing and casting spells with odd mana values. Artist Ricardo Cavolo illustrated fifteen featured cards with vivid colors, dense patterns, and deliberately hidden counting details, encouraging collectors to inspect each scene for oddities within the artwork. The combination of an unusual numerical theme and Cavolo’s intricate illustrations gave the deck a distinctive identity beyond its Commander gameplay.
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Current Sealed Price
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Total Card Value
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.
75
Playability
How much the cards in this lair actually get played in constructed formats like Commander, not just whether they are legal to play.
80
Uniqueness
How much this lair stands out — unusual foil treatments, novel mechanics, or exclusive bonus cards, not just new artwork.
75
Sealed Price
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Secret Lair Cards
Aboleth Spawn
Flash
Ward {2}
Probing Telepathy — Whenever a creature entering under an opponent's control causes a triggered ability of that creature to trigger, you may copy that ability. You may choose new targets for the copy.
Adarkar Wastes
{T}: Add {C}.
{T}: Add {W} or {U}. This land deals 1 damage to you.
This artifact enters tapped.
{T}, Exile this artifact: Reverse the game's turn order. (For example, if play had proceeded clockwise around the table, it now goes counterclockwise.)
Flying
Whenever this creature enters or deals combat damage to a player, exile up to one target nonland permanent. For as long as that card remains exiled, its owner may cast it.
Whenever another player casts a spell from anywhere other than their hand, draw a card.
+1: Draw a card, then put a card from your hand on top of your library.
−1: Exile another target permanent you own, then return it to the battlefield under your control.
−6: Choose left or right. Each player gains control of all nonland permanents other than Aminatou controlled by the next player in the chosen direction.
Aminatou, the Fateshifter can be your commander.
If this spell was cast from your hand and you've cast another spell named Approach of the Second Sun this game, you win the game. Otherwise, put Approach of the Second Sun into its owner's library seventh from the top and you gain 7 life.
Each player mills ten cards. For each player, choose a creature or planeswalker card in that player's graveyard. Put those cards onto the battlefield under your control. Then each creature you control becomes a Phyrexian in addition to its other types.
Flying
Whenever a player attacks one of your opponents, if that opponent has more life than another of your opponents, that attacking player draws a card and you put two +1/+1 counters on a creature you control.
{4}, {T}: Target opponent exiles cards from the top of their library until they exile an instant or sorcery card. You may cast that card without paying its mana cost. Then put the exiled cards that weren't cast this way on the bottom of that library in a random order.
Vigilance
When this creature enters, if an opponent controls more lands than you, you may search your library for a Plains card and put it onto the battlefield tapped. Then if an opponent controls more lands than you, repeat this process once. If you search your library this way, shuffle.
{T}: Add one mana of any color.
{T}: Put a charge counter on this artifact.
At the beginning of your first main phase, remove all charge counters from this artifact. Add one mana of any color for each charge counter removed this way.
{T}: Add {C}.
{T}, Sacrifice this land: Search your library for a basic Plains, Island, or Swamp card, put it onto the battlefield tapped, then shuffle.
Cycling {W}{U}{B} ({W}{U}{B}, Discard this card: Draw a card.)
Flying
Whenever this creature deals combat damage to a player, that player exiles cards from the top of their library until they exile an instant or sorcery card. You may cast that card without paying its mana cost. Then that player puts the exiled cards that weren't cast this way on the bottom of their library in a random order.
Flying, trample
Pay 2 life: Surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Flying
When this creature is put into your graveyard from the battlefield, put it into your library third from the top.
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Affinity for artifacts (This spell costs {1} less to cast for each artifact you control.)
Flying
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card with lesser mana value. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
When this enchantment enters, choose two target creatures. For as long as this enchantment remains on the battlefield, exchange the text boxes of those creatures.
{T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.
At the beginning of each opponent's upkeep, that player chooses draw step, main phase, or combat phase. The player skips each instance of the chosen step or phase this turn.
Flying
{2}{W/U}: Attacking creatures with flying get +1/+1 until end of turn. ({W/U} can be paid with either {W} or {U}.)
Whenever three or more creatures you control with flying attack, each player gains control of a nonland permanent of your choice controlled by the player to their right.
This creature can't be blocked as long as you control no other creatures.
When this creature deals combat damage to a player, exile it and the top card of your library in a face-down pile, shuffle that pile, then manifest those cards. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
Whenever Marvo attacks, clash with defending player. (Each clashing player reveals the top card of their library, then puts that card on their choice of the top or bottom. A player wins if their card had a greater mana value.)
Whenever you win a clash, draw a card. Then you may cast a spell from your hand with mana value 8 or less without paying its mana cost.
Flying
Whenever this creature deals combat damage to a player, choose a card in your hand. That player guesses whether the card's mana value is greater than 4. If the player guessed wrong, you may cast the card without paying its mana cost.
Flash
When this artifact enters during the declare attackers step, you may reselect which player or permanent target attacking creature is attacking. (It can't attack its controller or their permanents.)
{T}: Add {U}.
This land enters tapped.
{T}: Add {C}.
{2}, {T}, Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.
When this enchantment enters, target creature phases out until this enchantment leaves the battlefield. Tap that creature as it phases in this way. (Auras and Equipment phase out with it. While permanents are phased out, they're treated as though they don't exist.)
This land enters tapped.
{T}: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Whenever an opponent casts a spell, you may exchange control of this creature and that spell. If you do, you may choose new targets for the spell. (If the spell becomes a permanent, you control that permanent.)
{3}{U}: Target opponent reveals a card at random from their hand. If it's an instant or sorcery card, exile it. You may cast it without paying its mana cost for as long as it remains exiled. At the beginning of the next end step, if you haven't cast it, return it to its owner's hand. Activate only as a sorcery.
Two target players exchange life totals. You create an X/X colorless Horror artifact creature token, where X is the difference between those players' life totals.
Each player puts a vow counter on a creature they control and sacrifices the rest. Each of those creatures can't attack you or planeswalkers you control for as long as it has a vow counter on it.
Whenever a player chooses one or more targets, each player reveals the top card of their library. The player who reveals the card with the greatest mana value may change the target or targets. If two or more cards are tied for greatest, the target or targets remain unchanged. Changing targets this way doesn't trigger abilities of permanents named Psychic Battle.
{0}: Remove target attacking creature you control from combat and untap it. (If you activate during end of combat, the creature will untap after it deals combat damage.)
{1}: Look at the top three cards of your library, then put them back in any order.
{T}: Draw a card, then put this artifact on top of its owner's library.
Flying, double strike
At the beginning of combat on your turn, you may choose two. Each mode must target a different player.
• Target player creates a 2/1 white and black Inkling creature token with flying.
• Target player draws a card and loses 1 life.
• Target player puts a +1/+1 counter on each creature they control.
If a player would draw a card, that player exiles the top card of one of their opponents' libraries face down instead.
Each player may look at cards they exiled with this enchantment, and they may play lands and cast spells from among those cards.
When this creature enters, exile up to one target nonland, nontoken permanent you don't control with mana value 4 or less.
When this creature leaves the battlefield, the exiled card's owner creates an X/X blue Illusion creature token, where X is the mana value of the exiled card.
Kicker {3}
Indestructible
When this artifact enters, if it was kicked, create two tapped tokens that are copies of this artifact.
{T}: Add one mana of any color.
At the beginning of each end step, draw a card for each opponent who drew two or more cards this turn, then create a Treasure token for each opponent who had two or more lands enter the battlefield under their control this turn.
Space sculptor (Space Beleren divides the battlefield into alpha, beta, and gamma sectors. If a creature isn't assigned to a sector, its controller assigns it to one. Opponents assign first.)
+1: Creatures in each sector can be blocked this turn only by creatures in the same sector.
−1: Put a +1/+1 counter on each creature in the sector of your choice.
−5: Destroy all creatures in the sector of your choice.
Flash
Enchant creature or Vehicle
Enchanted permanent is a Vehicle artifact with crew 5 and it loses all other card types. (It's not a creature unless it's crewed.)
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
{T}: Add {U} or {B}.
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
{T}: Add {W} or {U}.
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
{T}: Add {W} or {B}.
Flying
Whenever this creature deals combat damage to a player, look at the top three cards of that player's library, exile one of them face down, then put the rest into their graveyard. You may cast that card for as long as it remains exiled, and mana of any type can be spent to cast that spell.
End the turn. (Exile all spells and abilities, including this spell. The player whose turn it is discards down to their maximum hand size. Damage heals and "this turn" and "until end of turn" effects end.)
At the beginning of each end step, put a slime counter on each creature you don't control.
Creatures you don't control get -1/-1 for each slime counter on them.
Whenever a creature you don't control with a slime counter on it dies, create a 1/1 black Slug creature token.
{U}{B}, Sacrifice a Slug: Draw a card.
Flying
You may look at the top card of your library any time.
At the beginning of each combat, you may reveal the top card of your library. If you reveal a creature card this way, this creature becomes a copy of that card until end of turn, except it has flying.
{W}, {T}: Search your library for a land card, reveal it, put it into your hand, then shuffle. Activate only if an opponent controls more lands than you.
Flying, vigilance, menace
Whenever Yennett attacks, reveal the top card of your library. You may cast it without paying its mana cost if its mana value is odd. If you don't cast it, draw a card.
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.
No bonus card has been reported for this Secret Lair yet.