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Kick in the Door

~$0.19 low · ~$0.22 high

Red. Sorcery

one red mana

153 · AFR · C · ENWhat the codes mean

Kick in the Door

Adventures in the Forgotten Realms #153 · Illustrated by Justine Cruz

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Cheapest copy

~$0.19

Foil · Adventures in the Forgotten Realms #153

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Highest TCGplayer price

~$0.22

Non-foil · Adventures in the Forgotten Realms #153

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2 prices from $0.19 to $0.22. 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

Put a +1/+1 counter on target creature. That creature gains haste until end of turn and can't be blocked by Walls this turn. Venture into the dungeon. (Enter the first room or advance to the next room.)

"We tried your way. Now we do it my way!" —Jym, barbarian of Baldur's Gate

The only printing of Kick in the Door

PrintingRarityNon-foilFoilCardmarket (EUR)My collection

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Card details

First printed
2021
Printings
1
Mana value
1
EDHREC rank
#12,190 on EDHREC (Commander popularity)
Keywords
Venture into the dungeon
Artist
Justine Cruz

What the codes mean

The small print at the bottom of the Adventures in the Forgotten Realms card (#153).

153 · AFR · C · EN

  • 153Collector 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. 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.

  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

    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. 2021-07-23

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

  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

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

  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

    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

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

  10. 2021-07-23

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

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