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Dungeon Map

~$0.25 low · ~$0.30 high

Colorless. Artifact

three generic mana

Dungeon Map

Adventures in the Forgotten Realms #242 · Illustrated by Aaron Miller

What is Dungeon Map worth?

Cheapest copy

~$0.25

Non-foil · Adventures in the Forgotten Realms #242

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Highest TCGplayer price

~$0.30

Foil · Adventures in the Forgotten Realms #242

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2 prices from $0.25 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

tap this permanent: Add one colorless mana.

three generic mana, tap this permanent: Venture into the dungeon. Activate only as a sorcery. (Enter the first room or advance to the next room.)

"Wait, is that a secret door? I can't tell for sure . . . there's some blood in the way."

The only printing of Dungeon Map

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
3
EDHREC rank
#8,864 on EDHREC (Commander popularity)
Keywords
Venture into the dungeon
Artist
Aaron Miller

Rulings (10)

  1. 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.

  2. 2021-07-23

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

  3. 2021-07-23

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

  4. 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.

  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

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

  7. 2021-07-23

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

  8. 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.

  9. 2021-07-23

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

  10. 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.

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