Secret Lair Countdown Kit: Marvel's History of Heroes
November 2, 2026
Secret Lair Countdown Kit: Marvel’s History of Heroes celebrated 87 years of Marvel history through a collection of heroes, villains, and memorable moments brought into Magic: The Gathering. More than 30 artists contributed illustrations spanning different eras and artistic styles, with cards appearing in non-foil, foil, or surge foil treatments. The collection also introduced two characters ahead of their planned appearance in Magic: The Gathering | Marvel: Darkhold Destiny in 2027. Its comic book-inspired long box, complete with card-sized bags, boards, and customizable stickers, made the product as much an archival display piece as a card collection.
Original Sale Price
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Current Sealed Price
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Total Card Value
This total includes only nonfoil prices due to the randomization of foil cards in this Secret Lair.
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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
How today's market price compares to what this lair originally cost — based on its current sealed price and/or the value of its cards.
Historical
How this lair's price has trended over its time on the market, relative to what it originally cost.
Collectibility
How desirable this lair is to collectors — artist popularity, demand for the theme, and whether the market shows a real premium for it.
93
Playability
How much the cards in this lair actually get played in constructed formats like Commander, not just whether they are legal to play.
77
Uniqueness
How much this lair stands out — unusual foil treatments, novel mechanics, or exclusive bonus cards, not just new artwork.
92
Sealed Price
No price history yet
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Secret Lair Cards
Beta Ray Bill
Valiant — Whenever Beta Ray Bill become the target of a spell or ability you control for the first time each turn, put a +1/+1 counter on him and up to one target God you control.
Biorhythm
Each player's life total becomes the number of creatures they control.
Champion's Helm
Equipped creature gets +2/+2.
As long as equipped creature is legendary, it has hexproof. (It can't be the target of spells or abilities your opponents control.)
Equip {1}
Collective Effort
Escalate—Tap an untapped creature you control. (Pay this cost for each mode chosen beyond the first.)
Choose one or more —
• Destroy target creature with power 4 or greater.
• Destroy target enchantment.
• Put a +1/+1 counter on each creature target player controls.
Court of Bounty
When this enchantment enters, you become the monarch.
At the beginning of your upkeep, you may put a land card from your hand onto the battlefield. If you're the monarch, instead you may put a creature or land card from your hand onto the battlefield.
Damn
Destroy target creature. A creature destroyed this way can't be regenerated.
Overload {2}{W}{W} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Damning Verdict
Destroy all creatures with no counters on them.
Devastation
Destroy all creatures and lands.
Doctor Strange, Master of Magic
Flying, vigilance, prowess
{T}: Draw a card. Activate only if you've cast a noncreature spell this turn.
Fierce Guardianship
If you control a commander, you may cast this spell without paying its mana cost.
Counter target noncreature spell.
Fiery Confluence
Choose three. You may choose the same mode more than once.
• Fiery Confluence deals 1 damage to each creature.
• Fiery Confluence deals 2 damage to each opponent.
• Destroy target artifact.
Fighter Class
(Gain the next level as a sorcery to add its ability.)
When this Class enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle.
{1}{R}{W}: Level 2
Equip abilities you activate cost {2} less to activate.
{3}{R}{W}: Level 3
Whenever a creature you control attacks, up to one target creature blocks it this combat if able.
Force of Virtue
If it's not your turn, you may exile a white card from your hand rather than pay this spell's mana cost.
Flash
Creatures you control get +1/+1.
Genesis Wave
Reveal the top X cards of your library. You may put any number of permanent cards with mana value X or less from among them onto the battlefield. Then put all cards revealed this way that weren't put onto the battlefield into your graveyard.
Heroic Intervention
Permanents you control gain hexproof and indestructible until end of turn.
Lightning Bolt
Lightning Bolt deals 3 damage to any target.
Mjölnir, Storm Hammer
When Mjölnir enters, attach it to target legendary creature you control.
Whenever equipped creature attacks, tap target creature defending player controls and put a stun counter on it. Then Mjölnir deals damage to each opponent equal to the number of tapped creatures that opponent controls.
Equip {4}
Molten Duplication
Create a token that's a copy of target artifact or creature you control, except it's an artifact in addition to its other types. It gains haste until end of turn. Sacrifice it at the beginning of the next end step.
Opposition Agent
Flash
You control your opponents while they're searching their libraries.
While an opponent is searching their library, they exile each card they find. You may play those cards for as long as they remain exiled, and you may spend mana as though it were mana of any color to cast them.
Primal Might
Target creature you control gets +X/+X until end of turn. Then it fights up to one target creature you don't control. (Each deals damage equal to its power to the other.)
Rogue's Gloves
Whenever equipped creature deals combat damage to a player, you may draw a card.
Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Snuff Out
If you control a Swamp, you may pay 4 life rather than pay this spell's mana cost.
Destroy target nonblack creature. It can't be regenerated.
Tainted Pact
Exile the top card of your library. You may put that card into your hand unless it has the same name as another card exiled this way. Repeat this process until you put a card into your hand or you exile two cards with the same name, whichever comes first.
Timber Protector
Other Treefolk creatures you control get +1/+1.
Other Treefolk and Forests you control have indestructible.
Titanic Ultimatum
Until end of turn, creatures you control get +5/+5 and gain first strike, trample, and lifelink.
Unbreakable Formation
Creatures you control gain indestructible until end of turn.
Addendum — If you cast this spell during your main phase, put a +1/+1 counter on each of those creatures and they gain vigilance until end of turn.
Unholy Heat
Unholy Heat deals 2 damage to target creature or planeswalker.
Delirium — Unholy Heat deals 6 damage instead if there are four or more card types among cards in your graveyard.
Vigor
Trample
If damage would be dealt to another creature you control, prevent that damage. Put a +1/+1 counter on that creature for each 1 damage prevented this way.
When Vigor is put into a graveyard from anywhere, shuffle it into its owner's library.
Villainous Wrath
Target opponent loses life equal to the number of creatures they control. Then destroy all creatures.
With Great Power . . .
Enchant creature you control
Enchanted creature gets +2/+2 for each Aura and Equipment attached to it.
All damage that would be dealt to you is dealt to enchanted creature instead.
Potential Bonus Cards
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.