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Eccentric Apprentice

Magic: The GatheringAdventures in the Forgotten Realms#57

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Magic: The Gathering

Coût de mana

Adventures in the Forgotten RealmsAFR · #57
Type de carte
Creature — Tiefling Wizard
Rareté
Peu commune
Prix indicatif
0,11 € · ★ 0,20 € · 0,27 $ · ★ 0,26 $
Valeur de mana
3
Force
2
Endurance
2
Couleur
Bleu

Texte de la carte

Flying When this creature enters, venture into the dungeon. (Enter the first room or advance to the next room.) At the beginning of combat on your turn, if you've completed a dungeon, up to one target creature becomes a Bird with base power and toughness 1/1 and flying until end of turn.

Légalité par format

  • BrawlAutorisée
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Légalités issues du catalogue importé ; vérifiez les règles du format avant un tournoi.
Données importées le 2026-10-06 (UTC).

Prix indicatifs Scryfall, actualisés quotidiennement. ★ : foil ; ★ E : foil gravé. EUR et USD correspondent à des marchés distincts.

Informations sur cette impression

Illustration
Campbell White
Langue de la carte
English
Date de sortie
2021-07-23

Précisions de règles

A creature that becomes a Bird this way loses all other creature types but does not lose any of its abilities.

A player may only have one dungeon in the command zone at a time.

Choosing the dungeon or room to venture into is part of resolving the venture into the dungeon keyword action. Once that choice is made, players may not respond until after the appropriate room ability has triggered.

Dungeon cards are not part of a player's deck or sideboard. In both constructed and limited formats, players can use any dungeon card when they venture into the dungeon.

Dungeons are removed from the game as a state-based action.

Eccentric Apprentice's last ability works even if it wasn't on the battlefield when you completed a dungeon and even if the dungeon was completed on a previous turn.

If you somehow venture into the dungeon while a room's ability is on the stack, you will continue on in the dungeon. If you're already in the last room, complete that dungeon and start a new one.

Moving into a dungeon room will cause its room ability to trigger.

Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.

The last ability will overwrite any previous effects that set the creature's power and toughness to specific numbers. Effects that otherwise modify the target creature's power and toughness will still apply no matter when they took effect. The same is true for +1/+1 counters.

The player venturing into the dungeon chooses which dungeon they will venture into. They may choose a dungeon that they have already completed this game.

To venture into the dungeon, a player moves their venture marker into the next room of the dungeon they are currently in. If they aren't currently in a dungeon, that player instead chooses a dungeon card from outside the game, puts it into the command zone, and moves their venture marker onto the first room.

You can only move forward (well, downward) in a dungeon, never backwards or sideways.

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