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Eccentric Apprentice AFR

Card

id8355
artistCampbell White
artistIdsd281eab4-463a-4ba8-9039-8943737960a0
asciiName
attractionLights
availabilityarena, mtgo, paper
boosterTypesdefault
borderColorblack
colorIdentityU
colorIndicator
colorsU
defense
duelDeck
edhrecRank10528
edhrecSaltiness
faceConvertedManaCost
faceFlavorName
faceManaValue
faceName
finishesnonfoil, foil
flavorName
flavorText
frameEffects
frameVersion2015
hand
hasAlternativeDeckLimit
hasContentWarning
hasFoil1
hasNonFoil1
isAlternative
isFullArt
isFunny
isGameChanger
isOnlineOnly
isOversized
isPromo
isRebalanced
isReprint
isReserved
isStarter
isStorySpotlight
isTextless
isTimeshifted
keywordsFlying, Venture into the dungeon
languageEnglish
layoutnormal
leadershipSkills
life
loyalty
manaCost{2}{U}
manaValue3
nameEccentric Apprentice
number57
originalPrintings
originalReleaseDate
originalTextFlying
When Eccentric Apprentice enters the battlefield, 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.
otherFaceIds
power2
printingsAFR
promoTypes
rarityuncommon
rebalancedPrintings
relatedCards
securityStamp
setCodeAFR
side
signature
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subsets
subtypesTiefling, Wizard
supertypes
textFlying
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.
toughness2
typeCreature — Tiefling Wizard
typesCreature
uuid7be456da-7ee8-5b46-ba63-eab6fd8cccfc
variations
watermark
setNameAdventures in the Forgotten Realms

Identifiers

id8355
cardKingdomEtchedId
cardKingdomFoilId248431
cardKingdomId248088
cardsphereFoilId79106
cardsphereId79013
deckboxId58338
mcmId571330
mcmMetaId343740
mtgArenaId77162
mtgjsonFoilVersionId
mtgjsonNonFoilVersionId
mtgjsonV4Id1a8f19c2-c91d-558c-b25e-e6ec743e0ac4
mtgoFoilId
mtgoId91616
multiverseId527344
scryfallCardBackId0aeebaf5-8c7d-4636-9e82-8c27447861f7
scryfallId3baa08ac-9a94-4e22-91bb-c6966cd0a0de
scryfallIllustrationId0177c378-f4d4-43f0-a1ec-bb6f352d4235
scryfallOracleId27dbe95e-6274-416a-a45b-a2a0a64d5403
tcgplayerEtchedProductId
tcgplayerProductId243220
uuid7be456da-7ee8-5b46-ba63-eab6fd8cccfc

Legalities

id8355
alchemy
brawlLegal
commanderLegal
duelLegal
future
gladiatorLegal
historicLegal
legacyLegal
modernLegal
oathbreakerLegal
oldschool
pauper
paupercommander
penny
pioneerLegal
predh
premodern
standard
standardbrawl
timelessLegal
uuid7be456da-7ee8-5b46-ba63-eab6fd8cccfc
vintageLegal

Purchase URLs

id8355
cardKingdomhttps://mtgjson.com/links/67d4612e2df9702d
cardKingdomEtched
cardKingdomFoilhttps://mtgjson.com/links/da4b256640ed9d39
cardmarkethttps://mtgjson.com/links/b1f79783361869e3
tcgplayerhttps://mtgjson.com/links/38b7728f68d8be31
tcgplayerEtched
uuid7be456da-7ee8-5b46-ba63-eab6fd8cccfc

Foreign Data (per language)

languagenamefaceNameflavorTexttypetextmultiverseId
Chinese Simplified古怪学徒生物 ~魔人/法术师飞行
当古怪学徒进战场时,深入地城。(进入第一个房间,或前进至下一个房间。)
在你回合的战斗开始时,若你完成过地城,则直到回合结束,至多一个目标生物成为基础力量与防御力为1/1,具飞行异能的鸟。
529690
Chinese Traditional古怪學徒生物 ~魔人/魔法師飛行
當古怪學徒進戰場時,深入地城。(進入第一個房間,或前進至下一個房間。)
在你回合的戰鬥開始時,若你完成過地城,則直到回合結束,至多一個目標生物成為基礎力量與防禦力為1/1,具飛行異能的鳥。
529950
FrenchApprentie excentriqueCréature : tieffelin et sorcierVol
Quand l'Apprentie excentrique arrive sur le champ de bataille, aventurez-vous dans le donjon. (Entrez dans la première pièce ou avancez jusqu'à la pièce suivante.)
Au début du combat pendant votre tour, si vous avez terminé un donjon, jusqu'à une créature ciblée devient un oiseau avec une force et une endurance de base de 1/1 et le vol jusqu'à la fin du tour.
528126
GermanExzentrischer LehrlingKreatur — Tiefling, ZaubererFliegend
Wenn der Exzentrische Lehrling ins Spiel kommt, wage dich ins Gewölbe. (Betritt den ersten Raum oder rücke in den nächsten Raum vor.)
Zu Beginn des Kampfes in deinem Zug und falls du ein Gewölbe absolviert hast, wird bis zu eine Kreatur deiner Wahl bis zum Ende des Zuges zu einem Vogel mit Basis-Stärke und -Widerstandskraft 1/1 und Flugfähigkeit.
527604
ItalianApprendista EccentricaCreatura — Mago TieflingVolare
Quando l'Apprendista Eccentrica entra nel campo di battaglia, esplora il dungeon. (Entra nella prima stanza o avanza a quella successiva.)
All'inizio del combattimento nel tuo turno, se hai completato un dungeon, fino a una creatura bersaglio diventa un Uccello con forza e costituzione base 1/1 e volare fino alla fine del turno.
528387
Japanese奇抜な弟子クリーチャー — ティーフリング・ウィザード飛行
奇抜な弟子が戦場に出たとき、ダンジョン探索をする。(ダンジョン探索をするとは、最初の部屋へ入るか、次の部屋へ進むことである。)
あなたのターンの戦闘の開始時に、あなたがダンジョンを踏破したことがある場合、クリーチャー最大1体を対象とする。ターン終了時まで、それは基本のパワーとタフネスが1/1で飛行を持つ鳥・クリーチャーになる。
528648
Korean별난 견습생생물 — 티플링 마법사비행
별난 견습생이 전장에 들어올 때, 던전에 진입한다. (첫 번째 방에 들어가거나 다음 방으로 전진한다.)
당신의 턴 전투 시작에, 당신이 던전을 완료했다면, 생물을 최대 한 개까지 목표로 정한다. 그 생물은 턴종료까지 기본 공격력 및 방어력이 1/1이며 비행을 가진 조류가 된다.
528908
Portuguese (Brazil)Aprendiz ExcêntricaCriatura — Tiferino MagoVoar
Quando Aprendiz Excêntrica entrar no campo de batalha, aventure-se na masmorra. (Entre na primeira sala ou prossiga para a próxima.)
No início do combate no seu turno, se você completou uma masmorra, até uma criatura alvo se torna uma Ave com poder e resistência básicos 1/1 e voar até o final do turno.
529169
RussianЭксцентричная УченицаСущество — Тифлинг ЧародейПолет
Когда Эксцентричная Ученица выходит на поле битвы, углубитесь в подземелье. (Войдите в первую комнату или перейдите в следующую комнату.)
В начале боя во время вашего хода, если вы прошли подземелье, не более одного целевого существа становится Птицей с базовыми силой и выносливостью 1/1 и Полетом до конца хода.
529430
SpanishAprendiz excéntricaCriatura — Hechicero tieflingVuela.
Cuando la Aprendiz excéntrica entre al campo de batalla, adéntrate en la mazmorra. (Entra en la primera sala o avanza a la siguiente.)
Al comienzo del combate en tu turno, si completaste una mazmorra, hasta una criatura objetivo se convierte en un Ave con fuerza y resistencia base de 1/1 y la habilidad de volar hasta el final del turno.
527865

Rulings

datetext
2021-07-23A creature that becomes a Bird this way loses all other creature types but does not lose any of its abilities.
2021-07-23A player may only have one dungeon in the command zone at a time.
2021-07-23Choosing 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.
2021-07-23Dungeon 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.
2021-07-23Dungeons are removed from the game as a state-based action.
2021-07-23Eccentric 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.
2021-07-23If 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.
2021-07-23Moving into a dungeon room will cause its room ability to trigger.
2021-07-23Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
2021-07-23The 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.
2021-07-23The player venturing into the dungeon chooses which dungeon they will venture into. They may choose a dungeon that they have already completed this game.
2021-07-23To 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.
2021-07-23You can only move forward (well, downward) in a dungeon, never backwards or sideways.

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