MTG x Stranger Things Secret Lair Hero Image
Expert Review

MTG Stranger Things Guide: Cards, Prices & Commander Decks

A guide to the Secret Lair x Stranger Things drop: what every card does, how Friends Forever works, the best commander pairs, and October 2026 prices.

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Our Top Recommendations

These products are carefully selected based on card-level pricing data, metagame results, and published product lists. We share our analysis and link primary sources so you can verify details.

Eleven, the Mage

Eleven, the Mage

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Editor's Choice
#1
Chief Jim Hopper

Chief Jim Hopper

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#2
Mike, the Dungeon Master

Mike, the Dungeon Master

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#3
Will the Wise

Will the Wise

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#4
Dustin, Gadget Genius

Dustin, Gadget Genius

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#5
Lucas, the Sharpshooter

Lucas, the Sharpshooter

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#6
Max, the Daredevil

Max, the Daredevil

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#7
Mind Flayer, the Shadow

Mind Flayer, the Shadow

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#8
Hawkins National Laboratory // The Upside Down

Hawkins National Laboratory // The Upside Down

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#9

Ready to see detailed analysis and full breakdowns?

Quick Verdict

A flavourful 2021 Secret Lair with seven 'Friends forever' commanders, one mythic (the Mind Flayer) and a double-faced land. The Stranger Things printings cost about $5 to $26 each in October 2026; the mechanically identical Universes Within versions cost well under $2.

TOP RECOMMENDATIONS

Eleven, the Mage
The Mage
#1

Eleven, the Mage

The Mage - The star of the show

  • ✓Your maximum hand size is eleven
  • ✓When she attacks: draw a card, lose 1 life, then cast an instant or sorcery free if you hold 11+ cards
Price RangeVaries
Chief Jim Hopper
The Chief
#2

Chief Jim Hopper

The Chief - Represents the law

  • ✓4/4 with menace for four mana
  • ✓When he attacks, investigate once for each nontoken attacking creature
Price RangeVaries
Mike, the Dungeon Master
The Paladin
#3

Mike, the Dungeon Master

The Paladin - The glue that holds the party together

  • ✓Brings back a creature that died this turn
  • ✓{2}, tap: return a creature card put into your graveyard from the battlefield this turn, tapped
Price RangeVaries
Will the Wise
The Cleric
#4

Will the Wise

The Cleric - Physically weak but spiritually connected

  • ✓Triggers when he enters and when he leaves the battlefield
  • ✓Each opponent may investigate; those who don't lose 1 life
Price RangeVaries
Dustin, Gadget Genius
The Artificer
#5

Dustin, Gadget Genius

The Artificer - Ramp engine for artifacts

  • ✓Taps for two colorless mana
  • ✓That mana can cast artifact spells or activate artifact abilities
Price RangeVaries
Lucas, the Sharpshooter
The Hunter
#6

Lucas, the Sharpshooter

The Hunter - Pinger who sacrifices artifacts

  • ✓Tap and sacrifice an artifact: 1 damage to target creature
  • ✓Goads the creature he hits
Price RangeVaries
Max, the Daredevil
The Zoomer
#7

Max, the Daredevil

The Zoomer - Brings the speed

  • ✓Has haste herself
  • ✓Your second spell each turn untaps target creature, then you investigate
Price RangeVaries
Mind Flayer, the Shadow
The Big Bad
#8

Mind Flayer, the Shadow

The Big Bad - A 9/9 thief for the 99

  • ✓Each of your end steps, exiles the bottom card of each opponent's library face down
  • ✓You may cast permanent spells from among those cards, with mana of any color
Price RangeVaries
Hawkins National Laboratory // The Upside Down
The double-faced legendary land
#9

Hawkins National Laboratory // The Upside Down

The double-faced legendary land

  • ✓Front taps for {C}, or {4} and tap to investigate
  • ✓Transforms at your end step if you sacrificed three or more Clues that turn
Price RangeVaries
Hawkins Comes to Magic

In October 2021, Wizards of the Coast and Netflix brought the kids from Hawkins, Indiana, to Magic. Secret Lair x Stranger Things was sold as part of the October 2021 Secret Lair Superdrop. It wasn't the first Universes Beyond Secret Lair: the Walking Dead drop came a year earlier, in October 2020.

The drop had nine new cards: seven legendary creatures for the party and Hopper, a mythic Mind Flayer, and a double-faced land. None are Modern-legal, but they have a following in Commander thanks to the "Friends forever" partner ability.

This guide covers what each card actually does, how Friends forever works, the best commander pairs, and the price gap between the Secret Lair originals and the Universes Within versions.

Set Overview: Secret Lair Drop

This wasn't a booster set. It was a Secret Lair drop, sold directly by Wizards for a limited window in late 2021. The cards with the show's characters and actor likenesses have not been reprinted.

Availability Check

STATUS: The Secret Lair is long sold out, so TCGplayer and eBay are the only places to find the Stranger Things art. Budget players can buy the Universes Within versions instead. They have the same rules text under Magic names and appeared in The List slot of Streets of New Capenna Set Boosters.

Mechanics Deep Dive: Friends Forever

The seven party cards share Partner—Friends forever, a variant of the Partner mechanic. The Mind Flayer does not have it.

How it Works

Rule 702.124i says a "Partner—[text]" ability lets you have two commanders if each has the same "partner—[text]" ability.

  • The Catch: You can't pair a Friends forever card with a plain Partner commander like Thrasios or Tymna. Both commanders need Friends forever. As of October 2026, only these seven cards (and their Universes Within versions) have it.
  • The Payoff: You can combine colors freely. Eleven (Grixis: blue, black, red) with Mike (Selesnya: green, white) gives you all five colors.

The Party: What Each Card Does

Every card below is described from its Oracle text on Scryfall. The Universes Within name is in brackets.

The Powerhouse: Eleven, the Mage (Cecily, Haunted Mage)

{1}{U}{B}{R}, 3/5. Your maximum hand size is eleven. Whenever she attacks, you draw a card and lose 1 life. Then, if you have eleven or more cards in hand, you may cast an instant or sorcery from your hand without paying its mana cost. She rewards a deck that draws a lot and holds expensive sorceries.

The Chief: Chief Jim Hopper (Sophina, Spearsage Deserter)

{2}{R}{W}, 4/4 with menace. Whenever he attacks, you investigate once for each nontoken attacking creature. That's one Clue for Hopper himself, plus one per other nontoken attacker. He has no mana ability; the Clues are for drawing cards or for sacrifice payoffs.

The Heart: Mike, the Dungeon Master (Othelm, Sigardian Outcast)

{1}{G}{W}, 2/2. {2}, {T}: return a creature card from your graveyard that was put there from the battlefield this turn. It comes back tapped. He can only rescue something that died this turn, so leave mana and Mike untapped during opponents' turns.

The Cleric: Will the Wise (Wernog, Rider's Chaplain)

{W}{B}, 1/2. When he enters or leaves the battlefield, each opponent may investigate. Each opponent who doesn't loses 1 life. Then you investigate once, plus once for each opponent who investigated. In a four-player game that's between one and four Clues for you each time he triggers.

The Specialists: Dustin, Lucas & Max

  • Dustin, Gadget Genius (Hargilde, Kindly Runechanter): {2}{W}{U}, 2/3. {T}: add {C}{C}, spent only to cast artifact spells or activate abilities of artifacts.
  • Lucas, the Sharpshooter (Bjorna, Nightfall Alchemist): {U}{R}, 1/3. {T}, sacrifice an artifact: 1 damage to target creature, and goad that creature. He can't hit players.
  • Max, the Daredevil (Elmar, Ulvenwald Informant): {1}{R}{G}, 3/2 with haste. Whenever you cast your second spell each turn, untap target creature, then investigate.

The Threat: Mind Flayer, the Shadow (Arvinox, the Mind Flail)

{4}{B}{B}{B} mythic legendary enchantment creature, 9/9. At the beginning of your end step, exile the bottom card of each opponent's library face down. You can look at those cards and cast permanent spells from among them, spending mana as though it were any color. It's only a creature while you control three or more permanents you don't own. It isn't a Friends forever card, so it's a pick for the 99 or a mono-black commander, not a partner.

Commander Strategy Guide: Best "Friends Forever" Pairs

The fun starts when you pair them up. Here are four pairings that make sense on paper.

1. The "Full Party" (5-Color Goodstuff)

  • Commanders: Eleven, the Mage + Mike, the Dungeon Master
  • The Strategy: This pair gives you all five colors.
    • The Engine: Eleven draws a card each time she attacks, and with eleven cards in hand she casts an instant or sorcery for free. Big sorceries are the payoff.
    • The Safety Valve: Mike returns a creature that died this turn, so a removal spell on a key creature doesn't have to stick.
  • The Win Condition: Big sorceries that Eleven can cast for free, like Ruinous Ultimatum (destroy all nonland permanents your opponents control) or Expropriate.
  • The 99 Essentials:
    • Ramp: Birds of Paradise, Noble Hierarch, Chromatic Lantern.
    • Hand Size: Reliquary Tower, Thought Vessel, Sea Gate Restoration.
    • Big Sorceries: Expropriate, Rise of the Dark Realms, Aminatou's Augury, Genesis Wave.

2. Mardu Clues (Aristocrats & Value)

  • Commanders: Chief Jim Hopper + Will the Wise
  • The Strategy: An Aristocrats build that uses Clue tokens as fuel.
    • Hopper makes Clues when you attack, more of them the more nontoken creatures attack with him.
    • Will makes Clues when he enters and again when he leaves. Blink effects and sacrifice outlets trigger him twice.
  • The Win Condition: Drain opponents each time a Clue is created or sacrificed.
  • The 99 Essentials:
    • Drain: Mirkwood Bats (whenever you create or sacrifice a token, each opponent loses 1 life), Marionette Master, Disciple of the Vault.
    • Doublers: Mondrak, Glory Dominus, Anointed Procession (two Clues instead of one).
    • Utility: Goblin Welder (swap a Clue on the battlefield for an artifact in your graveyard).

3. Temur Artifacts (Lucas + Max)

  • Commanders: Lucas, the Sharpshooter + Max, the Daredevil
  • The Strategy: A spells-and-artifacts deck that picks off small creatures.
    • Lucas turns spare artifacts (Treasures, Food, Clues) into 1 damage to a creature, and goads it so it attacks someone else.
    • Max untaps a creature when you cast your second spell each turn, and gives you a Clue. Tap Lucas to shoot, cast your second spell, untap Lucas, and shoot again. Max's Clue can feed Lucas.
  • No infinite combo here: Max only triggers on your second spell each turn, so this is a two-shot turn, not a loop.
  • The 99 Essentials:
    • Untappers: Seedborn Muse, Quest for Renewal.
    • Artifact Fodder: Sai, Master Thopterist, Third Path Iconoclast.

4. The Science Bros (Azorius Artifact Ramp)

  • Commanders: Dustin, Gadget Genius + Will the Wise (Esper: W/U/B) or Mike (Bant: G/W/U)
  • The Strategy: Dustin taps for two mana toward artifact spells and artifact abilities.
    • In Esper, you can build a control deck that uses Dustin to cast big artifacts like Portal to Phyrexia or Darksteel Forge early.
    • Dustin also helps pay activation costs on artifacts like Planar Bridge or Staff of Domination.

Financial Analysis: Secret Lair vs. Universes Within

Market Advisory

COLLECTOR ALERT: The Stranger Things printings cost many times more than the Magic-themed versions. The rules text is the same.

Non-foil prices on Scryfall, October 2026:

Card (Character)Secret Lair PriceUniverses Within PriceSavings
Eleven~$11.82~$0.41 (Cecily)97%
Hopper~$4.95~$0.37 (Sophina)93%
Will~$8.84~$1.44 (Wernog)84%
Mind Flayer~$26.17~$0.50 (Arvinox)98%
  • For Players: Buy the Universes Within versions. They play the same.
  • For Collectors: The Secret Lair versions cost more because they carry the show's art and characters.

The Upside Down (Land)

Hawkins National Laboratory // The Upside Down (Havengul Laboratory // Havengul Mystery) is a legendary double-faced land. The front taps for {C}, and {4}, {T} lets you investigate. At the beginning of your end step, if you sacrificed three or more Clues that turn, it transforms. When it becomes The Upside Down, you return target creature card from your graveyard to the battlefield. The back taps for {B} if you pay 1 life, and it flips back when that returned creature leaves the battlefield. It fits best in the Hopper + Will Clue deck.

Flavor Wins & Flops

Vorthos Review

Win: Eleven's Hand Size Eleven needing eleven cards in hand is a literal piece of design. You have to hoard resources before she releases a spell for free, which matches her strain and release of power in the show.

Win: Will's Clues Will triggers when he enters and when he leaves, a nod to him vanishing into the Upside Down and coming back. Each time, the table gets Clues, and the mystery deepens.

Win: The Mind Flayer's Possession The Mind Flayer quietly takes cards from the bottom of each opponent's library and lets you cast their permanents. That's the Flayer "possessing" Hawkins and turning its people against their friends.

Flop: Mike's Colors Mike being Green/White feels like a mechanical choice. It lets Eleven + Mike make a five-color pair, but the recursion fits a cleric more than a Dungeon Master.

Flop: Dustin's Limitations Dustin's two mana only works for artifacts. That fits his gadgets, but it makes him harder to build around than the others, so he's often the last kid picked for the team.

Conclusion

The Stranger Things x Secret Lair drop is one of the better Universes Beyond Secret Lairs for Commander players. Friends forever captures the show's theme of friends sticking together, and lets you mix colors freely.

Whether you build a budget version with Cecily and Othelm or a full Hawkins crew, these cards still make for fun, distinct commander pairs.

Final Verdict

Verdict: A good pick for five-color Commander fans and fans of the show. Everyone else can play the Universes Within versions for under $2 each.


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