探索者的火炬

探索者的火炬

Delver's Torch

神器 ~武具

Printed (ZHS)

神器 ~武具

佩带此武具的生物得+1/+1。 每当佩带此武具的生物攻击时,深入地城。(进入第一个房间,或前进至下一个房间。) 佩带{3}({3}:贴附在目标由你操控的生物上。只能于法术时机佩带。)

Oracle text (EN)

Artifact — Equipment

Equipped creature gets +1/+1. Whenever equipped creature attacks, venture into the dungeon. (Enter the first room or advance to the next room.) Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)

Printing details

Set
AFR · 10
Rarity
Common
Language
ZHS
Artist
Bram Sels
Released
2021-07-23
Prices
– · –

Price history

The trend shows with at least 7 days of history.

  • Cardmarket, trend

The history starts on October 28, 2026 and grows every day.

Show the data
DateCardmarket, trend
November 2, 2026€0.06
November 1, 2026€0.05
October 28, 2026€0.07

Prices

SourceNon-foilFoil
Cardmarketlow €0.02 trend €0.06 30-day avg €0.11low – trend €0.18 30-day avg €0.20
CardTrader (ZHS)No offers
CardTrader (any language)NM from €0.11 NM from €0.12

Cardmarket updated Nov 2, 2026 · CardTrader updated Nov 2, 2026

Legality

  • standard Not legal
  • pioneer Legal
  • modern Legal
  • legacy Legal
  • vintage Legal
  • commander Legal
  • pauper Legal
  • alchemy Not legal
  • brawl Legal
  • competitivebrawl Legal
  • duel Legal
  • future Not legal
  • gladiator Legal
  • historic Legal
  • oathbreaker Legal
  • oldschool Not legal
  • paupercommander Legal
  • penny Not legal
  • predh Not legal
  • premodern Not legal
  • standardbrawl Not legal
  • timeless Legal
  • tlr Legal

Rulings

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

  • 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.

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

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

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

  • 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.

  • 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.

  • 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.

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

Printings

11 printings

SetNo.RarityLanguageEURUSDCMCT
AFR(Shown printing)10CommonZHS––€0.02–
AFR10CommonJA––€0.02€0.19
AFR10CommonRU––€0.02€1.10
AFR10CommonZHT––€0.02–
AFR10CommonEN€0.07$0.26€0.02€0.11
AFR10CommonKO––€0.02–
AFR10CommonES––€0.02€0.11
AFR10CommonIT––€0.02€0.11
AFR10CommonPT––€0.02–
AFR10CommonDE––€0.02€0.15
AFR10CommonFR––€0.02€0.14

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