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Eccentric Apprentice

~$0.26 low · ~$0.30 high

Blue. Creature — Tiefling Wizard

two generic manaone blue mana

057 · AFR · U · ENWhat the codes mean

Eccentric Apprentice

Adventures in the Forgotten Realms #57 · Illustrated by Campbell White

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Cheapest copy

~$0.26

Foil · Adventures in the Forgotten Realms #57

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Highest TCGplayer price

~$0.30

Non-foil · Adventures in the Forgotten Realms #57

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2 prices from $0.26 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

Flying

When this creature enters, venture into the dungeon. (Enter the first room or advance to the next room.)

At the beginning of combat on your turn, if you've completed a dungeon, up to one target creature becomes a Bird with base power and toughness 1/1 and flying until end of turn.

2/2

The only printing of Eccentric Apprentice

PrintingRarityNon-foilFoilCardmarket (EUR)My collection

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Card details

First printed
2021
Printings
1
Mana value
3
EDHREC rank
#11,963 on EDHREC (Commander popularity)
Keywords
Flying, Venture into the dungeon
Artist
Campbell White

What the codes mean

The small print at the bottom of the Adventures in the Forgotten Realms card (#57).

057 · AFR · U · EN

  • 057Collector 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 (13)

  1. 2021-07-23

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

  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

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

  4. 2021-07-23

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

  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

    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.

  7. 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.

  8. 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.

  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

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

  11. 2021-07-23

    Eccentric Apprentice's last ability works even if it wasn't on the battlefield when you completed a dungeon and even if the dungeon was completed on a previous turn.

  12. 2021-07-23

    A creature that becomes a Bird this way loses all other creature types but does not lose any of its abilities.

  13. 2021-07-23

    The last ability will overwrite any previous effects that set the creature's power and toughness to specific numbers. Effects that otherwise modify the target creature's power and toughness will still apply no matter when they took effect. The same is true for +1/+1 counters.

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