Eccentric Apprentice magic the gathering card art
Adventures in the Forgotten Realms (afr)
#57uncommon English Foil

Eccentric Apprentice
2
island

Creature — Tiefling Wizard

Flying

When this creature enters, venture into the dungeon. (Enter the first room or advance to the next room.)

At the beginning of combat on your turn, if you've completed a dungeon, up to one target creature becomes a Bird with base power and toughness 1/1 and flying until end of turn.

Illustrated by Campbell White
Links
Legalities
Not Legal
standard
Legal
historic
Legal
pioneer
Legal
Modern
Legal
Legacy
Not Legal
pauper
Legal
vintage
Legal
Commander
Legal
brawl
Not Legal
alchemy
Rulings
Eccentric Apprentice's last ability works even if it wasn't on the battlefield when you completed a dungeon and even if the dungeon was completed on a previous turn.
2021-07-23wotc
A creature that becomes a Bird this way loses all other creature types but does not lose any of its abilities.
2021-07-23wotc
The last ability will overwrite any previous effects that set the creature's power and toughness to specific numbers. Effects that otherwise modify the target creature's power and toughness will still apply no matter when they took effect. The same is true for +1/+1 counters.
2021-07-23wotc
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.
2021-07-23wotc
Moving into a dungeon room will cause its room ability to trigger.
2021-07-23wotc
Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
2021-07-23wotc
A player may only have one dungeon in the command zone at a time.
2021-07-23wotc
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.
2021-07-23wotc
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.
2021-07-23wotc
You can only move forward (well, downward) in a dungeon, never backwards or sideways.
2021-07-23wotc
Dungeons are removed from the game as a state-based action.
2021-07-23wotc
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.
2021-07-23wotc
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.
2021-07-23wotc


Alternate Printings

Eccentric Apprentice magic the gathering card art
Normal: $0.09 | Foil: $0.15





Dumb Dragon Logo
Sign up for exclusive updates, community events, subscriber-only deals, and a 10% off coupon.

© 2025 Dumb Dragon LLC. All rights reserved.