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Find the Path

~$0.23 low · ~$0.32 high

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Green. Enchantment — Aura

two generic manaone green mana

183 · AFR · C · ENWhat the codes mean

Find the Path

Adventures in the Forgotten Realms #183 · Illustrated by Lindsey Look

What is Find the Path worth?

Cheapest copy

~$0.23

Non-foil · Adventures in the Forgotten Realms #183

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Highest TCGplayer price

~$0.32

Foil · Adventures in the Forgotten Realms #183

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2 prices from $0.23 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

Enchant land

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

Enchanted land has "tap this permanent: Add one green manaone green mana."

The only printing of Find the Path

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
#16,183 on EDHREC (Commander popularity)
Keywords
Enchant, Venture into the dungeon
Artist
Lindsey Look

What the codes mean

The small print at the bottom of the Adventures in the Forgotten Realms card (#183).

183 · AFR · C · EN

  • 183Collector 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
  • CCommon
  • ENPrinted in English

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

Rulings (10)

  1. July 23, 2021

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

  2. July 23, 2021

    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.

  3. July 23, 2021

    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.

  4. July 23, 2021

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

  5. July 23, 2021

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

  6. July 23, 2021

    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.

  7. July 23, 2021

    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. July 23, 2021

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

  9. July 23, 2021

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

  10. July 23, 2021

    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.

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