蛇人毒刃手 

Yuan-Ti Fang-Blade
生物 ~蛇/浪客2/2
Printed (ZHS)
生物 ~蛇/浪客
死触 每当蛇人毒刃手对任一牌手造成战斗伤害时,深入地城。(进入第一个房间,或前进至下一个房间。)
Oracle text (EN)
Creature — Snake Rogue
Deathtouch Whenever this creature deals combat damage to a player, venture into the dungeon. (Enter the first room or advance to the next room.)
Printing details
- Set
- AFR · 128
- Rarity
- Common
- Language
- ZHS
- Artist
- Simon Dominic
- 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
| Date | Cardmarket, trend |
|---|---|
| November 2, 2026 | €0.11 |
| November 1, 2026 | €0.12 |
| October 30, 2026 | €0.11 |
| October 29, 2026 | €0.13 |
| October 28, 2026 | €0.11 |
Prices
| Source | Non-foil | Foil |
|---|---|---|
| Cardmarket | low – trend €0.11 30-day avg €0.09 | low – trend €0.16 30-day avg €0.18 |
| CardTrader (ZHS) | No offers | |
| CardTrader (any language) | NM from €0.11 | NM from €0.12 |
Cardmarket updated Nov 3, 2026 · CardTrader updated Nov 3, 2026
Buy and look up
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
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A player may only have one dungeon in the command zone at a time.
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You can only move forward (well, downward) in a dungeon, never backwards or sideways.
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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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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.
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Dungeons are removed from the game as a state-based action.
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Moving into a dungeon room will cause its room ability to trigger.
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Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
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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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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.
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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.