Wandering Troubadour
~$0.17 low · ~$0.22 high
Green. Creature — Dragon Bard

Adventures in the Forgotten Realms #210 · Illustrated by Rudy Siswanto
What is Wandering Troubadour 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
At the beginning of your end step, if you had a land enter the battlefield under your control this turn, venture into the dungeon. (Enter the first room or advance to the next room.)
4/2
"There's a new ballad waiting to be born around every corner."
Format legality
The only printing of Wandering Troubadour
| Printing | Rarity | Non-foil | Foil | Cardmarket (EUR) | My collection |
|---|---|---|---|---|---|
Adventures in the Forgotten Realms afr #210· 2021uncommon· Cardmarket €0.10 · €0.17 foil | uncommon | $0.22 | $0.17 | €0.10€0.17 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 Wandering Troubadour
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Card details
- First printed
- 2021
- Printings
- 1
- Mana value
- 4
- EDHREC rank
- #17,137 on EDHREC (Commander popularity)
- Keywords
- Venture into the dungeon
- Artist
- Rudy Siswanto
What the codes mean
The small print at the bottom of the Adventures in the Forgotten Realms card (#210).
210 · AFR · U · EN
- 210Collector 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
- UUncommon
- ENPrinted in English
How to read a Magic card: every part and code, on real cards.
Card breakdown
The parts of Wandering Troubadour, read from the Adventures in the Forgotten Realms 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

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
Also on this card
- Flavor text
- Italic story text below the rules. It has no effect on the game, and it can differ between printings.
Keywords
- Venture into the dungeonCR 701.49
- Defined in the Comprehensive Rules at the rule above.
Rule numbers from the Magic Comprehensive Rules, version of September 25, 2026.
Rulings (10)
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
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
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
Moving into a dungeon room will cause its room ability to trigger.
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
You can only move forward (well, downward) in a dungeon, never backwards or sideways.
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
A player may only have one dungeon in the command zone at a time.
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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