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Planar Ally

~$0.23 low · ~$0.24 high

White. Creature — Angel

three generic manaone white manaone white mana

031 · AFR · C · ENWhat the codes mean

Planar Ally

Adventures in the Forgotten Realms #31 · Illustrated by Marta Nael

What is Planar Ally worth?

Cheapest copy

~$0.23

Foil · Adventures in the Forgotten Realms #31

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Highest TCGplayer price

~$0.24

Non-foil · Adventures in the Forgotten Realms #31

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2 prices from $0.23 to $0.24. 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

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

3/3

Her light touches every corner and her wings brush either wall, leaving no place for evil to lurk.

The only printing of Planar Ally

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
5
EDHREC rank
#16,825 on EDHREC (Commander popularity)
Keywords
Flying, Venture into the dungeon
Artist
Marta Nael

What the codes mean

The small print at the bottom of the Adventures in the Forgotten Realms card (#31).

031 · AFR · C · EN

  • 031Collector 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

    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

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

  3. 2021-07-23

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

  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

    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

    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. 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.

  8. 2021-07-23

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

  9. 2021-07-23

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

  10. 2021-07-23

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

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