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Rilsa Rael, Kingpin

~$0.10 low · ~$0.39 high

Multicolor. Legendary Creature — Human Rogue

three generic manaone blue manaone black mana

293 · CLB · U · ENWhat the codes mean

Rilsa Rael, Kingpin

Commander Legends: Battle for Baldur's Gate #293 · Illustrated by Micah Epstein

What is Rilsa Rael, Kingpin worth?

Cheapest copy

~$0.10

Showcase non-foil · Commander Legends: Battle for Baldur's Gate #439

Buy on TCGplayer

Highest TCGplayer price

~$0.39

Etched foil · Commander Legends: Battle for Baldur's Gate #550

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5 prices from $0.10 to $0.39. 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

Deathtouch

When Rilsa Rael enters, you take the initiative.

Whenever you attack, target attacking creature gains deathtouch until end of turn. If you've completed a dungeon, that creature also gets +5/+0 and gains first strike and menace until end of turn.

2/5

All 3 printings of Rilsa Rael, Kingpin

PrintingRarityNon-foilFoilEtched foilCardmarket (EUR)My collection
Commander Legends: Battle for Baldur's Gate #439
Commander Legends: Battle for Baldur's Gate
clb #439· 2022Showcaseuncommon· Cardmarket €0.09 · €0.21 foil
uncommon$0.10$0.25No etched foil printing€0.09€0.21 foil
uncommonNo non-foil printingNo foil printing$0.39—

Prices are TCGplayer market prices in USD for each printing and finish, via Scryfall. They are a guide, not an appraisal.

Where to buy Rilsa Rael, Kingpin

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Card details

First printed
2022
Printings
3
Mana value
5
EDHREC rank
#7,251 on EDHREC (Commander popularity)
Keywords
Deathtouch
Artists
Micah Epstein, Mark A. Nelson

What the codes mean

The small print at the bottom of the Commander Legends: Battle for Baldur's Gate card (#293).

293 · CLB · U · EN

  • 293Collector number: this card's place in the set list. Main-set cards print it over the set's card count.
  • CLBSet code for Commander Legends: Battle for Baldur's Gate
  • UUncommon
  • ENPrinted in English

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

Rulings (10)

  1. 2022-06-10

    Similarly, when instructed to venture into Undercity, you can't start a dungeon that isn't Undercity.

  2. 2022-06-10

    If the player with the initiative leaves the game, the active player takes the initiative at the same time that player leaves the game. If the active player is leaving the game or if there is no active player, the next player in turn order takes the initiative.

  3. 2022-06-10

    The initiative is a designation a player can have. A player with the initiative designation is said to "have the initiative." The initiative carries two inherent rules. First, whenever a player takes the initiative, and at the beginning of the upkeep of the player with the initiative, that player ventures into Undercity. Second, whenever one or more creatures a player controls deal combat damage to the player who has the initiative, the first player takes the initiative. Also, some abilities will refer to having the initiative and provide other benefits.

  4. 2022-06-10

    There is no initiative in a game until an effect instructs a player to take the initiative. Once a player is instructed to do this, they have the initiative until another player takes the initiative.

  5. 2022-06-10

    Only one player can have the initiative at a time. As one player takes the initiative, any other player that had the initiative ceases to have it.

  6. 2022-06-10

    If you're already in a dungeon when instructed to venture into Undercity, you move to the next room of that dungeon. If you are already in the last room, you will complete that dungeon and start Undercity. This is true whether you're already in Undercity or any other dungeon.

  7. 2022-06-10

    In a Two-Headed Giant game, if both players on a team deal combat damage to the player that has the initiative at the same time, the player with the initiative will choose the order of the triggered abilities. Then, as those abilities resolve, one team member takes the initiative (and ventures into Undercity) and then the other team member does the same. The last player to take the initiative keeps it until the initiative changes again.

  8. 2022-06-10

    A player who currently has the initiative may take the initiative again. This causes that player to venture into Undercity again, but does not cause them to have multiple initiative designations.

  9. 2022-06-10

    If you aren't in a dungeon when instructed to venture into Undercity, you will put Undercity into the command zone and move your venture marker to Secret Entrance (the first room).

  10. 2022-06-10

    You cannot venture into Undercity unless instructed to do so, either because you have the initiative at the beginning of your upkeep or because you take the initiative. Notably, if you aren't in a dungeon and an effect instructs you to venture into the dungeon (not venture into Undercity), you can't start Undercity.

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