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Trailblazer's Torch

~$0.23 low · ~$0.34 high

Colorless. Artifact — Equipment

four generic mana

340 · CLB · C · ENWhat the codes mean

Trailblazer's Torch

Commander Legends: Battle for Baldur's Gate #340 · Illustrated by Ioannis Fiore

What is Trailblazer's Torch worth?

Cheapest copy

~$0.23

Non-foil · Commander Legends: Battle for Baldur's Gate #340

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Highest TCGplayer price

~$0.34

Foil · Commander Legends: Battle for Baldur's Gate #340

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2 prices from $0.23 to $0.34. 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

When this Equipment enters, you take the initiative.

Whenever equipped creature becomes blocked, it deals 2 damage to each creature blocking it.

Equip one generic mana (one generic mana: Attach to target creature you control. Equip only as a sorcery.)

The only printing of Trailblazer's Torch

PrintingRarityNon-foilFoilCardmarket (EUR)My collection

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Card details

First printed
2022
Printings
1
Mana value
4
EDHREC rank
#11,320 on EDHREC (Commander popularity)
Keywords
Equip
Artist
Ioannis Fiore

What the codes mean

The small print at the bottom of the Commander Legends: Battle for Baldur's Gate card (#340).

340 · CLB · C · EN

  • 340Collector 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
  • CCommon
  • ENPrinted in English

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

Card breakdown

The parts of Trailblazer's Torch, read from the Commander Legends: Battle for Baldur's Gate printing. Tap a label to highlight its line. How to read any Magic card.

  • Top: name and cost
  • Art and type line
  • Text box
  • Bottom: stats and the info line
Trailblazer's Torch from Commander Legends: Battle for Baldur's Gate, with each part labelled

The info line, magnified

Swipe to see the whole line.

Top: name and cost

Art and type line

Text box

Bottom: stats and the info line

Keywords

EquipCR 702.6
Pay the cost to attach this Equipment to a creature you control. Only when you could cast a sorcery.

Rule numbers from the Magic Comprehensive Rules, version of September 25, 2026.

Rulings (10)

  1. 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.

  2. 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.

  3. 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.

  4. 2022-06-10

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

  5. 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.

  6. 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.

  7. 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.

  8. 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).

  9. 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.

  10. 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.

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