First printed in Adventures in the Forgotten Realms (2021)
All 6 prints
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Magic Online Promos (PRM) #92756, 2021 (digital)
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Adventures in the Forgotten Realms (AFR) #181, 2021
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Adventures in the Forgotten Realms (AFR) #286, 2021
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Adventures in the Forgotten Realms Promos (PAFR) #181a, 2021
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Adventures in the Forgotten Realms Promos (PAFR) #181p, 2021
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Adventures in the Forgotten Realms Promos (PAFR) #181s, 2021
Legendary Planeswalker — Ellywick
+1: Venture into the dungeon. (Enter the first room or advance to the next room.)
−2: Look at the top six cards of your library. You may reveal a creature card from among them and put it into your hand. If it's legendary, you gain 3 life. Put the rest on the bottom of your library in a random order.
−7: You get an emblem with "Creatures you control have trample and haste and get +2/+2 for each differently named dungeon you've completed."
Loyalty: 4
- Illustrated by
- Anna Steinbauer
Legality
- Legal in
- Pioneer, Modern, Legacy, Vintage, Historic, Timeless, Penny Dreadful, Gladiator, Commander, Duel Commander, Oathbreaker, Brawl, Competitive Brawl
- Not legal in
- Standard, Pauper, Future Standard, Alchemy, Premodern, Old School 93/94, Pauper Commander, PreDH, Tiny Leaders, Standard Brawl
Rulings (12)
- A player may only have one dungeon in the command zone at a time.
- The emblem grants trample and haste even if you haven't completed a 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.
- 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.
- 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.
- 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.
- 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.
- Dungeons are removed from the game as a state-based action.
- Ellywick Tumblestrum's last ability counts all dungeons you've completed, whether they were completed before or after the emblem was created.
- You can only move forward (well, downward) in a dungeon, never backwards or sideways.
- Moving into a dungeon room will cause its room ability to trigger.
Prices
Paper price: €0.95 / $0.35 , the cheapest non-foil print (Cardmarket and TCGplayer through MTGJSON, 2 Nov 2026).
MTGO price: 0.007 TIX, the cheapest non-foil print (average sell price on GoatBots, 2 Nov 2026).