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Delver's Torch

~$0.15 low · ~$0.30 high

White. Artifact — Equipment

one generic manaone white mana

Delver's Torch

Adventures in the Forgotten Realms #10 · Illustrated by Bram Sels

What is Delver's Torch worth?

Cheapest copy

~$0.15

Foil · Adventures in the Forgotten Realms #10

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Highest TCGplayer price

~$0.30

Non-foil · Adventures in the Forgotten Realms #10

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2 prices from $0.15 to $0.30. 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

Equipped creature gets +1/+1.

Whenever equipped creature attacks, venture into the dungeon. (Enter the first room or advance to the next room.)

Equip three generic mana (three generic mana: Attach to target creature you control. Equip only as a sorcery.)

"Not all of us have darkvision, okay?"

The only printing of Delver's Torch

PrintingRarityNon-foilFoilCardmarket (EUR)My collection

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

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Card details

First printed
2021
Printings
1
Mana value
2
EDHREC rank
#13,470 on EDHREC (Commander popularity)
Keywords
Equip, Venture into the dungeon
Artist
Bram Sels

Rulings (10)

  1. 2021-07-23

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

  2. 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.

  3. 2021-07-23

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

  4. 2021-07-23

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

  5. 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.

  6. 2021-07-23

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

  7. 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.

  8. 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.

  9. 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.

  10. 2021-07-23

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

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