First printed in Adventures in the Forgotten Realms (2021)
Artifact Creature — Gargoyle
When this creature enters, venture into the dungeon. (Enter the first room or advance to the next room.)
As long as you've completed a dungeon, this creature gets +3/+0 and has flying.
0/4
- Illustrated by
- Mark Zug
Legality
- Legal in
- Pioneer, Modern, Legacy, Vintage, Historic, Timeless, Gladiator, Commander, Duel Commander, Tiny Leaders, Oathbreaker, Brawl, Competitive Brawl
- Not legal in
- Standard, Pauper, Future Standard, Alchemy, Penny Dreadful, Premodern, Old School 93/94, Pauper Commander, PreDH, Standard Brawl
Rulings (11)
- 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.
- You can only move forward (well, downward) in a dungeon, never backwards or sideways.
- 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.
- Dungeons are removed from the game as a state-based action.
- 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.
- Cloister Gargoyle's last ability works even if it wasn't on the battlefield when you completed a dungeon.
Prices
MTGO price: 0.003 TIX, the cheapest non-foil print (average sell price on GoatBots, 1 Nov 2026).
Combos
9 combos, the most popular first:
- Near-infinite creature ETB, Near-infinite creature LTB…: Cloister Gargoyle + Hostage Taker + Radiant Solar + Sefris of the Hidden Ways
- Near-infinite creature ETB, Near-infinite creature LTB…: Cloister Gargoyle + Phantom Steed + Radiant Solar + Sefris of the Hidden Ways
- Near-infinite creature ETB, Near-infinite creature LTB…: Cloister Gargoyle + Fiend Hunter + Radiant Solar + Sefris of the Hidden Ways
- Near-infinite creature ETB, Near-infinite creature LTB…: Cloister Gargoyle + Radiant Solar + Sefris of the Hidden Ways + Werefox Bodyguard
- Near-infinite creature ETB, Near-infinite creature LTB…: All-Fates Stalker + Cloister Gargoyle + Radiant Solar + Sefris of the Hidden Ways
- Cast a subset of spells in your library, Near-infinite +1/+1 counters…: Cloister Gargoyle + Delney, Streetwise Lookout + Preston, the Vanisher + Sefris of the Hidden Ways
- Near-infinite creature ETB, Near-infinite creature LTB…: Cloister Gargoyle + Mardu Siegebreaker + Radiant Solar + Sefris of the Hidden Ways
- Near-infinite creature ETB, Near-infinite creature LTB…: Cloister Gargoyle + Radiant Solar + Sefris of the Hidden Ways + Wormfang Drake
- Near-infinite creature ETB, Near-infinite creature LTB…: Cloister Gargoyle + Faceless Butcher + Radiant Solar + Sefris of the Hidden Ways