Eccentric Apprentice

Eccentric Apprentice from Adventures in the Forgotten Realms. Uncommon MTG card for deck building and Commander. View rules, legality, and compare prices from multiple sellers.

Eccentric Apprentice Magic: The Gathering card image
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Brawl Legal
Commander Legal
Duel Legal
Explorer Legal
Gladiator Legal
Historic Legal
Legacy Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Timeless Legal
Vintage Legal
Card Set Adventures in the Forgotten Realms  
Card Type Creature — Tiefling Wizard
Rarity   Uncommon  
Mana Cost
Card Stats   2 /   2
Card Text 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.
Card Number #57
Artist Campbell White
Subtypes Tiefling , Wizard
Keywords Flying , Venture into the dungeon
Card Languages Chinese Simplified , Chinese Traditional , English , French , German , Italian , Japanese , Korean , Portuguese (Brazil) , Russian , Spanish
Frame Version 2015
Border Color Black
EDHREC Rank 9564
Reprint? No
Is Promo? No
Oversized? No
Joke Card? No
In Starter? No
Time Shifted? No
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3rd Party Listings

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3rd Party Offer Image Title Price
eBay

LP - Eccentric Apprentice AFR - 57

$1.25

Price History

Card Rulings

2021-07-23

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

2021-07-23

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.

2021-07-23

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

2021-07-23

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

2021-07-23

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.

2021-07-23

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.

2021-07-23

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.

2021-07-23

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.

2021-07-23

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

2021-07-23

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

2021-07-23

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.

2021-07-23

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

2021-07-23

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.