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Ellywick Tumblestrum PRM

Other printings of "Ellywick Tumblestrum": AFR #181 PAFR #181a PAFR #181p PAFR #181s AFR #286 PRM #92756

Card

id79911
artistSteve Prescott
artistIdsa1139fb8-41f5-4a9e-9a74-f662e1a23b35
asciiName
attractionLights
availabilitymtgo
boosterTypes
borderColorblack
colorIdentityG
colorIndicator
colorsG
defense
duelDeck
edhrecRank12774
edhrecSaltiness0.25
faceConvertedManaCost
faceFlavorName
faceManaValue
faceName
finishesnonfoil, foil
flavorName
flavorText
frameEffects
frameVersion2015
hand
hasAlternativeDeckLimit
hasContentWarning
hasFoil1
hasNonFoil1
isAlternative
isFullArt
isFunny
isGameChanger
isOnlineOnly1
isOversized
isPromo1
isRebalanced
isReprint1
isReserved
isStarter
isStorySpotlight
isTextless
isTimeshifted
keywordsVenture into the dungeon
languageEnglish
layoutnormal
leadershipSkills{'brawl': False, 'commander': False, 'oathbreaker': True}
life
loyalty4
manaCost{2}{G}{G}
manaValue4
nameEllywick Tumblestrum
number92756
originalPrintings
originalReleaseDate2021-10-19
originalText
otherFaceIds
power
printingsAFR, PAFR, PRM
promoTypes
raritymythic
rebalancedPrintings
relatedCards
securityStampoval
setCodePRM
side
signature
sourceProducts
subsets
subtypesEllywick
supertypesLegendary
text[+1]: Venture into the dungeon. (Enter the first room or advance to the next room.)
[−2]: Look at the top six cards of your library. You may reveal a creature card from among them and put it into your hand. If it's legendary, you gain 3 life. Put the rest on the bottom of your library in a random order.
[−7]: You get an emblem with "Creatures you control have trample and haste and get +2/+2 for each differently named dungeon you've completed."
toughness
typeLegendary Planeswalker — Ellywick
typesPlaneswalker
uuid78675383-e916-59b4-bfd8-deb6621c4d98
variations
watermark
setNameMagic Online Promos

Identifiers

id79911
cardKingdomEtchedId
cardKingdomFoilId
cardKingdomId
cardsphereFoilId
cardsphereId
deckboxId
mcmId
mcmMetaId
mtgArenaId
mtgjsonFoilVersionId
mtgjsonNonFoilVersionId
mtgjsonV4Id704416f0-892e-5f44-9718-a2ffa1ba15de
mtgoFoilId
mtgoId92756
multiverseId
scryfallCardBackId0aeebaf5-8c7d-4636-9e82-8c27447861f7
scryfallId4e7062e2-0ced-4ed1-99da-44a3c70e64a5
scryfallIllustrationIdcfb0b7b0-93b5-4942-8b36-efb900c9063e
scryfallOracleIdd0375311-b0ea-4870-bc2c-4894da088dc3
tcgplayerEtchedProductId
tcgplayerProductId
uuid78675383-e916-59b4-bfd8-deb6621c4d98

Legalities

id79911
alchemy
brawl
commanderLegal
duelLegal
future
gladiatorLegal
historic
legacyLegal
modernLegal
oathbreakerLegal
oldschool
pauper
paupercommander
pennyLegal
pioneerLegal
predh
premodern
standard
standardbrawl
timelessLegal
uuid78675383-e916-59b4-bfd8-deb6621c4d98
vintageLegal

Purchase URLs

id79911
cardKingdom
cardKingdomEtched
cardKingdomFoil
cardmarket
tcgplayer
tcgplayerEtched
uuid78675383-e916-59b4-bfd8-deb6621c4d98

Foreign Data (per language)

No foreign data.

Rulings

datetext
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.
2021-07-23Ellywick Tumblestrum's last ability counts all dungeons you've completed, whether they were completed before or after the emblem was created.
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 emblem grants trample and haste even if you haven't completed a dungeon.
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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