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Cloister Gargoyle

~$0.20 low · ~$0.32 high

White. Artifact Creature — Gargoyle

two generic manaone white mana

Cloister Gargoyle

Adventures in the Forgotten Realms #7 · Illustrated by Mark Zug

What is Cloister Gargoyle worth?

Cheapest copy

~$0.20

Non-foil · Adventures in the Forgotten Realms #7

Buy on TCGplayer

Highest TCGplayer price

~$0.32

Foil · Adventures in the Forgotten Realms #7

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5 prices from $0.20 to $0.32. Every price is in the printings table below.

TCGplayer market prices in USD, updated October 14, 2026. Each price is for one printing and one finish.

Oracle text

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

All 3 printings of Cloister Gargoyle

PrintingRarityNon-foilFoilCardmarket (EUR)
The List #AFR-302
The List
plst #AFR-302· 2021Showcaseuncommon· Cardmarket €0.08
uncommon$0.27No foil printing€0.08
Adventures in the Forgotten Realms #302
Adventures in the Forgotten Realms
afr #302· 2021Showcaseuncommon· Cardmarket €0.20 · €0.32 foil
uncommon$0.20$0.30€0.20€0.32 foil

Prices are TCGplayer market prices in USD for each printing and finish, via Scryfall. They are a guide, not an appraisal.

Where to buy Cloister Gargoyle

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Card details

First printed
2021
Printings
3
Mana value
3
EDHREC rank
#14,218 on EDHREC (Commander popularity)
Keywords
Venture into the dungeon
Artists
Russ Nicholson, Mark Zug

Rulings (11)

  1. 2021-07-23

    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.

  2. 2021-07-23

    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.

  3. 2021-07-23

    Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.

  4. 2021-07-23

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

  5. 2021-07-23

    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.

  6. 2021-07-23

    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.

  7. 2021-07-23

    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.

  8. 2021-07-23

    Dungeons are removed from the game as a state-based action.

  9. 2021-07-23

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

  10. 2021-07-23

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

  11. 2021-07-23

    Cloister Gargoyle's last ability works even if it wasn't on the battlefield when you completed a dungeon.

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