Kick in the Door

Kick in the Door

Sorcery

Oracle text (EN)

Sorcery

Put a +1/+1 counter on target creature. That creature gains haste until end of turn and can't be blocked by Walls this turn. Venture into the dungeon. (Enter the first room or advance to the next room.)

Printing details

Set
AFR · 153
Rarity
Common
Language
EN
Artist
Justine Cruz
Released
2021-07-23
Prices
€0.09 · $0.26

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
DateCardmarket, trendCardTrader, Near Mint minimum (EN)
November 1, 2026€0.10€0.11
October 31, 2026€0.09€0.11
October 30, 2026€0.10€0.11
October 29, 2026€0.11€0.11
October 28, 2026€0.10€0.11

Prices

SourceNon-foilFoil
Cardmarketlow €0.02 trend €0.10 30-day avg €0.10low – trend €0.18 30-day avg €0.21
CardTrader (EN)NM from €0.11 with Zero from €0.14NM from €0.22 with Zero from €0.22
CardTrader (any language)NM from €0.11 NM from €0.22

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

  • 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.

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

  • 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.

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

  • 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.

  • 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.

  • 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.

Printings

11 printings

SetNo.RarityLanguageEURUSDCMCT
AFR(Shown printing)153CommonEN€0.09$0.26€0.02€0.11
AFR153CommonZHS––€0.02–
AFR153CommonES––€0.02€0.14
AFR153CommonPT––€0.02–
AFR153CommonKO––€0.02–
AFR153CommonDE––€0.02€0.11
AFR153CommonFR––€0.02€0.28
AFR153CommonIT––€0.02€0.11
AFR153CommonJA––€0.02€0.26
AFR153CommonZHT––€0.02–
AFR153CommonRU––€0.02€1.09

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