비밀 문

비밀 문

Secret Door

마법물체 생물 — 벽0/4

Printed (KO)

마법물체 생물 — 벽

수비태세 {4}{U}: 던전에 진입한다. 집중마법 시기에만 활성화할 수 있다. (첫 번째 방에 들어가거나 다음 방으로 전진한다.)

Oracle text (EN)

Artifact Creature — Wall

Defender {4}{U}: Venture into the dungeon. Activate only as a sorcery. (Enter the first room or advance to the next room.)

Printing details

Set
AFR · 71
Rarity
Common
Language
KO
Artist
Francisco Miyara
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€0.05
October 28, 2026€0.07

Prices

SourceNon-foilFoil
Cardmarketlow €0.02 trend €0.05 30-day avg €0.10low – trend €0.23 30-day avg €0.23
CardTrader (KO)No offers
CardTrader (any language)NM from €0.11 NM from €0.11

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

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

  • 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.

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

  • 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.

  • 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.

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

  • 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.

Printings

11 printings

SetNo.RarityLanguageEURUSDCMCT
AFR(Shown printing)71CommonKO––€0.02–
AFR71CommonZHT––€0.02–
AFR71CommonEN€0.07$0.18€0.02€0.11
AFR71CommonES––€0.02€0.19
AFR71CommonDE––€0.02€0.19
AFR71CommonZHS––€0.02–
AFR71CommonJA––€0.02€0.63
AFR71CommonPT––€0.02–
AFR71CommonIT––€0.02€0.11
AFR71CommonFR––€0.02€0.17
AFR71CommonRU––€0.02–

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