Thorough Investigation 

Enchantment
Oracle text (EN)
Enchantment
Whenever you attack, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")
Whenever you sacrifice a Clue, venture into the dungeon. (Enter the first room or advance to the next room.)
Printing details
- Set
- AFC · 281
- Rarity
- Rare
- Language
- EN
- Artist
- Aaron J. Riley
- Released
- 2021-07-23
- Prices
- €3.32 · $3.13
Price history
The trend shows with at least 7 days of history.
- Cardmarket, trend
- CardTrader, Near Mint minimum (EN)
The history starts on October 28, 2026 and grows every day.
Show the data
| Date | Cardmarket, trend | CardTrader, Near Mint minimum (EN) |
|---|---|---|
| October 31, 2026 | €3.33 | €3.33 |
| October 30, 2026 | €3.32 | €3.33 |
| October 29, 2026 | €3.20 | €3.33 |
| October 28, 2026 | €3.29 | €3.32 |
Prices
| Source | Non-foil | Foil |
|---|---|---|
| Cardmarket | low €1.80 trend €3.33 30-day avg €3.51 | low – trend €3.00 30-day avg €3.00 |
| CardTrader (EN) | NM from €3.33 with Zero from €3.33 | NM from – |
| CardTrader (any language) | NM from €3.33 | NM from – |
Cardmarket updated Oct 31, 2026 · CardTrader updated Oct 31, 2026
Buy and look up
Legality
- standard Not legal
- pioneer Not legal
- modern Not legal
- legacy Legal
- vintage Legal
- commander Legal
- pauper Not legal
- alchemy Not legal
- brawl Not legal
- competitivebrawl Not legal
- duel Legal
- future Not legal
- gladiator Not legal
- historic Not legal
- oathbreaker Legal
- oldschool Not legal
- paupercommander Not legal
- penny Not legal
- predh Not legal
- premodern Not legal
- standardbrawl Not legal
- timeless Not legal
- tlr Legal
Rulings
-
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.
-
You can only move forward (well, downward) in a dungeon, never backwards or sideways.
-
A player may only have one dungeon in the command zone at a time.
-
Dungeons are removed from the game as a state-based action.
-
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.
-
Thorough Investigation's first ability can trigger only once per combat, no matter how many creatures you attack with.
-
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.
-
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.
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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.
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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.