Last week, we got a sneak peek at Secret Lair Countdown Kit: Marvel’s History of Heroes. Even with only a few cards revealed, including the Commander Super Staple Fierce Guardianship, this Secret Lair already had a monstrous $170 reprint value, and there were dozens of cards that had yet to be revealed.
Now the entire Secret Lair has hit the internet, and it’s packed with incredible reprints. Most shocking, however, is that two of these cards are entirely new to MTG, representing iconic Marvel characters.
MTG Darkhold Destiny Uncommons

While most of the Secret Lair Countdown Kit: Marvel’s History of Heroes includes reprints with fresh Marvel-inspired artwork, two MTG Marvel Darkhold Destiny uncommons also appear in this kit. Notably, these cards won’t be legal for sanctioned play until MTG Marvel Darkhold Destiny Prerelease starting April 2nd, 2027, despite this Countdown Kit’s November 2nd release date. That said, nothing is really keeping you from playing these cards in casual Commander.
Sadly, despite the incredible artwork, these uncommons aren’t very powerful. Doctor Strange, Master of Magic seems like a mediocre option for Azorius Spellslinger decks like
Massimo, the Magician
Massimo, the Magician
Whenever Massimo or another creature you control enters, exile up to one target instant or sorcery card with mana value 1 from your graveyard. If a card is exiled this way, that creature gains "Whenever this creature deals combat damage to a player, copy the exiled card. You may cast the copy without paying its mana cost."
, but drawing a card is a pretty poor payoff for an average four-mana Prowess threat. Unless you really want to include Doctor Strange in your Commander deck, this is probably just a collectible.
Because of its once-per-turn restriction, Beta Ray Bill is only worth including in your Commander decks if you can trigger it every turn, including your opponent’s. Still, when you can do this, using cards like
Optimus Prime, Hero
Optimus Prime, Hero
More Than Meets the Eye {2}{U}{R}{W} (You may cast this card converted for {2}{U}{R}{W}.)
At the beginning of each end step, bolster 1. (Choose a creature with the least toughness among creatures you control and put a +1/+1 counter on it.)
When Optimus Prime dies, return it to the battlefield converted under its owner's control.
, Beta Ray Bill can put a ton of +1/+1 counters onto your board. With synergy pieces like
Hardened Scales
Hardened Scales
If one or more +1/+1 counters would be put on a creature you control, that many plus one +1/+1 counters are put on it instead.
or
Evolution Witness
Evolution Witness
{1}{G}: Adapt 2. (If this creature has no +1/+1 counters on it, put two +1/+1 counters on it.)
Whenever one or more +1/+1 counters are put on this creature, return target permanent card from your graveyard to your hand.
, this Alien Warrior Hero can turn into a reliable engine. Heck, in Evolution Witness’s case, you could return cards to trigger Beta Ray Bill more on your future turns.
While the new cards in this Secret Lair are disappointing, the reprints are not. With a fair few Commander staples appearing here, the reprint value for Marvel’s History of Heroes is quite decent.
The Best

While most of the heavy-hitting reprints for Marvel’s History of Heroes were revealed last week, there are a few that we’re seeing for the first time. Game Changer
Biorhythm
Biorhythm
Each player's life total becomes the number of creatures they control.
is the most expensive of these, coming in at $34. As a nine-mana spell that’s part of tons of game-ending Commander combos, this card has desperately needed a reprint since it was unbanned. With its only current printings in Ninth Edition and Onslaught, supply is certainly a factor for this card’s price.
While not worth quite as much as Biorhythm,
Tainted Pact
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.
might be the best Commander reprint in the Marvel’s History of Heroes precon, with a reprint value of $30. So long as you don’t put duplicate Basic Lands into your deck, Tainted Pact essentially becomes an instant-speed
Demonic Tutor
Demonic Tutor
Search your library for a card, put that card into your hand, then shuffle.
, finding any card you want. Of course, this card also creates a two-card death combo with the infamous
Thassa’s Oracle
Thassa’s Oracle
When this creature enters, look at the top X cards of your library, where X is your devotion to blue. Put up to one of them on top of your library and the rest on the bottom of your library in a random order. If X is greater than or equal to the number of cards in your library, you win the game. (Each {U} in the mana costs of permanents you control counts toward your devotion to blue.)
, marking its rise to prominence in cEDH. The artwork is particularly flavorful here, considering that Tainted Pact also creates a two-card death combo with
Doctor Doom, Unrivaled
Doctor Doom, Unrivaled
Lifelink
{T}: You draw a card and lose 1 life. Then if your library has no cards in it, you win the game. (You win even if you have 0 life or didn't draw a card.)
.
Throw in many of the cards we saw last week, including the $59
Fierce Guardianship
Fierce Guardianship
If you control a commander, you may cast this spell without paying its mana cost.
Counter target noncreature spell.
, the $23
Timber Protector
Timber Protector
Other Treefolk creatures you control get +1/+1.
Other Treefolk and Forests you control have indestructible.
,
Opposition Agent
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.
at $20, and
Devastation
Devastation
Destroy all creatures and lands.
at $18, and you already have $184 of reprint value with just these cards, paying back most of Marvel’s History of Heroes on its own.
Notably, like past Secret Lair Countdown Kits, these cards will have a random chance of appearing in nonfoil, foil, and surge foil, if you’re lucky, Should you happen to hit one of these cards in surge foil, there’s a fair chance that single card will pay for your entire bundle.
Midrange Reprints

Sadly, after the 6 standout reprints, the reprint value for Marvel’s History of Heroes drops off pretty quickly. Once again, most of the midrange reprints, including
Molten Duplication
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.
,
Heroic Intervention
Heroic Intervention
Permanents you control gain hexproof and indestructible until end of turn.
, and
Fighter Class
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.
were already shown to players, with reprint values of $15, $16, and $9, respectively.
Snuff Out
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.
, however, is an interesting reprint for Commander and constructed players alike that we haven’t seen yet. Showcasing some incredible Spider-Man artwork, this free piece of interaction sees tons of play in Legacy, Pauper and Commander. Considering that the card is essentially a free removal spell $5 actually feels like a generous reprint value for it.
The remaining two notable reprints,
Damning Verdict
Damning Verdict
Destroy all creatures with no counters on them.
and
Titanic Ultimatum
Titanic Ultimatum
Until end of turn, creatures you control get +5/+5 and gain first strike, trample, and lifelink.
, are quite a step down from everything we’ve showcased so far. That said Damning Verdict is well worth its $3 reprint value, essentially acting as a one-sided boardwipe for +1/+1 counter decks. This particular card’s Final Fantasy reprint is signficantly cheaper than the rest, so this particular copy may be worth a bit more.
Titanic Ultimatum
Titanic Ultimatum
Until end of turn, creatures you control get +5/+5 and gain first strike, trample, and lifelink.
, on the other hand, offers one of the most explosive
Overrun
Overrun
Creatures you control get +3/+3 and gain trample until end of turn. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
effects in Commander, offering your board tons of keywords and a massive +5/+5 boost. With Lifelink included in the mix, even if you don’t kill your opponents outright, fighting through your padded life total will be quite difficult. That said, due to the lack of granting Haste, Titanic Ultimatum is undeniably situational, and only demand $2.50 as a result.
A TON of Chaff
Unfortunately, the vast majority of the cards in Marvel’s History of Heroes are rather poor from a reprint value perspective, not even reaching $2. Out side of some flavorful reworks, like Assassin’s Creed’s
Mjolnir, Storm Hammer
Mjolnir, 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}
seeing a Marvel reprint, many of these cards aren’t particularly interesting past their artwork.
That said, while these cards don’t have a great reprint value, a lot of them see a fair bit of play across formats. For competitive players,
Unholy Heat
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.
and
Lightning Bolt
Lightning Bolt
Lightning Bolt deals 3 damage to any target.
are interesting reprints, offering new artwork on cards that commonly appear in Modern and beyond. For Commander players,
Damn
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.")
,
Champion’s Helm
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}
, and
Collective Effort
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.
are also decent additions to all kinds of decks, despite their poor reprint values.
Even if this is the case, however, Secret Lair Countdown Kit: Marvel’s History of Heroes still offers players about $248 in reprint value, surpassing its $200 price tag. Considering that surge foil copies of these cards should have quite a markup, there’s a very strong chance that this Countdown Kit is more than worth the $200 buy-in.
You can find the full list of cards that appear in Secret Lair Countdown Kit: Marvel’s History of Heroes, and their reprint values, below:
-
Fierce Guardianship
Fierce Guardianship
If you control a commander, you may cast this spell without paying its mana cost.
Counter target noncreature spell. $59 -
Molten Duplication
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.
$15 -
Unbreakable Formation
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. $1 -
Timber Protector
Timber Protector
Other Treefolk creatures you control get +1/+1.
Other Treefolk and Forests you control have indestructible. $23 -
Devastation
Devastation
Destroy all creatures and lands.
$18 -
Heroic Intervention
Heroic Intervention
Permanents you control gain hexproof and indestructible until end of turn.
$16 -
Opposition Agent
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. $20 -
Fighter Class
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. $9 -
Vigor
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. $2 -
Biorhythm
Biorhythm
Each player's life total becomes the number of creatures they control.
$34 -
Tainted Pact
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.
$30 -
With Great Power
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. $0.70 -
Mjolnir, Storm Hammer
Mjolnir, 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} $2.80 -
Champion’s Helm
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} $1 -
Force of Virtue
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. $0.30 -
Court of Bounty
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. $0.81 -
Unholy Heat
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. $0.34 -
Villainous Wrath
Villainous Wrath
Target opponent loses life equal to the number of creatures they control. Then destroy all creatures.
$0.62 -
Damning Verdict
Damning Verdict
Destroy all creatures with no counters on them.
$3 -
Primal Might
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.)
$0.10 -
Damn
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.") $1.85 -
Genesis Wave
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.
$0.34 -
Fiery Confluence
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. $0.38 - Beta Ray Bill $???
- Doctor Strange, Master of Magic $???
-
Rogue’s Gloves
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.) $0.32 -
Snuff Out
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. $5.29 -
Titanic Ultimatum
Titanic Ultimatum
Until end of turn, creatures you control get +5/+5 and gain first strike, trample, and lifelink.
$2.62 -
Collective Effort
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. $0.20 -
Lightning Bolt
Lightning Bolt
Lightning Bolt deals 3 damage to any target.
$0.87