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Wandering Troubadour

~$0.17 low · ~$0.22 high

Green. Creature — Dragon Bard

three generic manaone green mana

210 · AFR · U · ENWhat the codes mean

Wandering Troubadour

Adventures in the Forgotten Realms #210 · Illustrated by Rudy Siswanto

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Cheapest copy

~$0.17

Foil · Adventures in the Forgotten Realms #210

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Highest TCGplayer price

~$0.22

Non-foil · Adventures in the Forgotten Realms #210

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2 prices from $0.17 to $0.22. 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

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."

The only printing of Wandering Troubadour

PrintingRarityNon-foilFoilCardmarket (EUR)My collection

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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
Wandering Troubadour from Adventures in the Forgotten Realms, 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

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)

  1. 2021-07-23

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

  2. 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.

  3. 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.

  4. 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.

  5. 2021-07-23

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

  6. 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.

  7. 2021-07-23

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

  8. 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.

  9. 2021-07-23

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

  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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