Sylvan Shepherd
~$0.19 low · ~$0.20 high
Green. Creature — Human Druid

Adventures in the Forgotten Realms #206 · Illustrated by Darrell Riche
What is Sylvan Shepherd worth?
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TCGplayer market prices in USD, updated October 14, 2026. Each price is for one printing and one finish.
Oracle text
Vigilance
Whenever this creature attacks, roll a d20.
1—9 | You gain 1 life.
10—19 | You gain 2 life.
20 | You gain 5 life.
2/3
Format legality
The only printing of Sylvan Shepherd
| Printing | Rarity | Non-foil | Foil | Cardmarket (EUR) | My collection |
|---|---|---|---|---|---|
Adventures in the Forgotten Realms afr #206· 2021common· Cardmarket €0.06 · €0.13 foil | common | $0.20 | $0.19 | €0.06€0.13 foil |
Prices are TCGplayer market prices in USD for each printing and finish, via Scryfall. They are a guide, not an appraisal.
Where to buy Sylvan Shepherd
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Card details
- First printed
- 2021
- Printings
- 1
- Mana value
- 3
- EDHREC rank
- #19,443 on EDHREC (Commander popularity)
- Keywords
- Vigilance
- Artist
- Darrell Riche
What the codes mean
The small print at the bottom of the Adventures in the Forgotten Realms card (#206).
206 · AFR · C · EN
- 206Collector 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.
Card breakdown
The parts of Sylvan Shepherd, read from the Adventures in the Forgotten Realms printing. Tap a label to highlight its line. How to read any Magic card.

The info line, magnified

Swipe to see the whole line.
Keywords
- VigilanceCR 702.20
- Attacking doesn't cause it to tap.
Rule numbers from the Magic Comprehensive Rules, version of September 25, 2026.
Rulings (10)
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.
2021-07-23
A player may only have one dungeon in the command zone at a time.
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.
2021-07-23
You can only move forward (well, downward) in a dungeon, never backwards or sideways.
2021-07-23
Dungeons are removed from the game as a state-based action.
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.
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.
2021-07-23
Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
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.
2021-07-23
Moving into a dungeon room will cause its room ability to trigger.
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