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You Find a Cursed Idol

~$0.20 low · ~$0.25 high

Green. Sorcery

one generic manaone green mana

213 · AFR · C · ENWhat the codes mean

You Find a Cursed Idol

Adventures in the Forgotten Realms #213 · Illustrated by Sidharth Chaturvedi

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Cheapest copy

~$0.20

Non-foil · Adventures in the Forgotten Realms #213

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Highest TCGplayer price

~$0.25

Foil · Adventures in the Forgotten Realms #213

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2 prices from $0.20 to $0.25. 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

Choose one —

• Smash It — Destroy target artifact.

• Lift the Curse — Destroy target enchantment.

• Steal Its Eyes — Create a Treasure token and venture into the dungeon. (Enter the first room or advance to the next room.)

The only printing of You Find a Cursed Idol

PrintingRarityNon-foilFoilCardmarket (EUR)My collection

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Card details

First printed
2021
Printings
1
Mana value
2
EDHREC rank
#12,636 on EDHREC (Commander popularity)
Keywords
Treasure, Venture into the dungeon
Artist
Sidharth Chaturvedi

What the codes mean

The small print at the bottom of the Adventures in the Forgotten Realms card (#213).

213 · AFR · C · EN

  • 213Collector 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.

Rulings (10)

  1. 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.

  2. 2021-07-23

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

  3. 2021-07-23

    Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.

  4. 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.

  5. 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.

  6. 2021-07-23

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

  7. 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.

  8. 2021-07-23

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

  9. 2021-07-23

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

  10. 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.

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