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Eccentric Apprentice

Eccentric Apprentice

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Adventures in the Forgotten Realms

#57 · EN · Uncommon · 2021-07-23

Browse all 1 printings ↓

Eccentric Apprentice

{2}{U}

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.

Power: 2

Toughness: 2

Artist: Campbell White

Color identity: U

Related cards: Eccentric Apprentice Dungeon of the Mad Mage Lost Mine of Phandelver Tomb of Annihilation

Reference prices

Reference prices by finish and currency
FinishUSDEUR
Nonfoil$0.28€0.12
Foil$0.27€0.20

MTGO: 0.03 tix

Data snapshot 2026-10-22. Not live offers.

Use in a combo · Use in a deck

Editions & versions

1 printings across 1 edition. Choose a printing to view its artwork and details.

Reference prices · Data snapshot 2026-10-22. Prices vary by seller and condition; — means no quote.

Combos using this card

No combos yet.

Format legality
Standardnot legal
Futurenot legal
Historiclegal
Timelesslegal
Gladiatorlegal
Pioneerlegal
Modernlegal
Legacylegal
Paupernot legal
Vintagelegal
Pennynot legal
Commanderlegal
Oathbreakerlegal
Standardbrawlnot legal
Brawllegal
Competitivebrawllegal
Alchemynot legal
Paupercommandernot legal
Duellegal
Oldschoolnot legal
Premodernnot legal
Predhnot legal
Tlrlegal
Rulings

2021-07-23 A creature that becomes a Bird this way loses all other creature types but does not lose any of its abilities.

2021-07-23 A player may only have one dungeon in the command zone at a time.

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

2021-07-23 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.

2021-07-23 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 Moving into a dungeon room will cause its room ability to trigger.

2021-07-23 Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.

2021-07-23 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.

2021-07-23 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 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.

Current Oracle text is shown for every printing.