Fly

Fly

Enchantment — Aura

Oracle text (EN)

Enchantment — Aura

Enchant creature Enchanted creature has flying and "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 · 59
Rarity
Uncommon
Language
EN
Artist
Lie Setiawan
Released
2021-07-23
Prices
€0.20 · $0.23

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 2, 2026€0.19€0.11
November 1, 2026€0.18€0.11
October 31, 2026€0.20€0.11
October 30, 2026€0.19€0.11
October 29, 2026€0.20€0.11
October 28, 2026€0.18€0.11

Prices

SourceNon-foilFoil
Cardmarketlow – trend €0.19 30-day avg €0.15low – trend €0.29 30-day avg €0.26
CardTrader (EN)NM from €0.11 with Zero from €0.14NM from €0.21 with Zero from €0.21
CardTrader (any language)NM from €0.11 NM from €0.21

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 Not legal
  • alchemy Not legal
  • brawl Legal
  • competitivebrawl Legal
  • duel Legal
  • future Not legal
  • gladiator Legal
  • historic Legal
  • oathbreaker Legal
  • oldschool Not legal
  • paupercommander Not legal
  • penny Not legal
  • predh Not legal
  • premodern Not legal
  • standardbrawl Not legal
  • timeless Legal
  • tlr Legal

Rulings

  • 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.

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

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

Printings

11 printings

SetNo.RarityLanguageEURUSDCMCT
AFR(Shown printing)59UncommonEN€0.20$0.23€0.19€0.11
AFR59UncommonDE––€0.19€0.24
AFR59UncommonRU––€0.19–
AFR59UncommonKO––€0.19–
AFR59UncommonPT––€0.19–
AFR59UncommonJA––€0.19€0.85
AFR59UncommonZHT––€0.19–
AFR59UncommonFR––€0.19€0.19
AFR59UncommonIT––€0.19€0.11
AFR59UncommonZHS––€0.19–
AFR59UncommonES––€0.19€0.24

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