Sylvan Shepherd

Sylvan Shepherd

Creature — Human Druid2/3

Oracle text (EN)

Creature — Human Druid

Vigilance Whenever this creature attacks, roll a d20. 1—9 | You gain 1 life. 10—19 | You gain 2 life. 20 | You gain 5 life.

Printing details

Set
HBG · 224
Rarity
Common
Language
EN
Artist
Darrell Riche
Released
2022-07-07
Prices
– · –

Price history

No price history for this printing yet.

Prices

SourceNon-foilFoil
CardmarketNo offers
CardTrader (EN)No offers
CardTrader (any language)No offers

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.

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

  • 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.

  • 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.

  • 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.

  • 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.

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

Printings

12 printings

SetNo.RarityLanguageEURUSDCMCT
HBG(Shown printing)224CommonEN––––
AFR206CommonRU––€0.02–
AFR206CommonZHT––€0.02–
AFR206CommonJA––€0.02€0.19
AFR206CommonKO––€0.02–
AFR206CommonFR––€0.02€0.19
AFR206CommonDE––€0.02€0.18
AFR206CommonES––€0.02€0.11
AFR206CommonIT––€0.02€0.11
AFR206CommonZHS––€0.02–
AFR206CommonEN€0.06$0.15€0.02€0.11
AFR206CommonPT––€0.02–

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