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Dungeon Crawler

~$0.21 low · ~$0.26 high

Black. Creature — Zombie

one black mana

099 · AFR · U · ENWhat the codes mean

Dungeon Crawler

Adventures in the Forgotten Realms #99 · Illustrated by Svetlin Velinov

What is Dungeon Crawler worth?

Cheapest copy

~$0.21

Foil · Adventures in the Forgotten Realms #99

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Highest TCGplayer price

~$0.26

Non-foil · Adventures in the Forgotten Realms #99

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2 prices from $0.21 to $0.26. 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

This creature enters tapped.

Whenever you complete a dungeon, you may return this card from your graveyard to your hand.

2/1

"I think of it as giving them another chance to achieve their potential." —Nestus Wrasse, necromancer

The only printing of Dungeon Crawler

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
1
EDHREC rank
#21,340 on EDHREC (Commander popularity)
Artist
Svetlin Velinov

What the codes mean

The small print at the bottom of the Adventures in the Forgotten Realms card (#99).

099 · AFR · U · EN

  • 099Collector number: this card's place in the set list. Main-set cards print it over the set's card count.
  • AFRSet code for Adventures in the Forgotten Realms
  • UUncommon
  • ENPrinted in English

How to read a Magic card: every part and code, on real cards.

Rulings (10)

  1. 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.

  2. 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.

  3. 2021-07-23

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

  4. 2021-07-23

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

  5. 2021-07-23

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

  6. 2021-07-23

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

  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

    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.

  9. 2021-07-23

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

  10. 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.

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