Delver's Torch

afrAdventures in the Forgotten Realms#10common
{1}{W}
Legal in 15 of 23 formats
Treatments
Foil
Price today · this printing
Nonfoil$0.19
Foil$0.19
Foil premium
1.00×nonfoil → foil
Nonfoil
$0.19
Foil
$0.19
Track in your collection
0copies·$0.00
NMLPMPHPDMGTotal
Nonfoil
Foil
Total
LangENPaid avg

Card text & rulings

Oracle text

Artifact — Equipment

Equipped creature gets +1/+1.

Whenever equipped creature attacks, venture into the dungeon. (Enter the first room or advance to the next room.)

Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)

Ability breakdown
Abilities
Equip {3}
StaticEquipped creature gets +1/+1.
TriggeredWhenever equipped creature attacks, venture into the dungeon. (Enter the first room or advance to the next room.)
Rulings
  • WotCJul 23, 2021

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

  • WotCJul 23, 2021

    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.

  • WotCJul 23, 2021

    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.

  • WotCJul 23, 2021

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

  • WotCJul 23, 2021

    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.

  • WotCJul 23, 2021

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

  • WotCJul 23, 2021

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

  • WotCJul 23, 2021

    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.

  • WotCJul 23, 2021

    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.

  • WotCJul 23, 2021

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

Market & price history

Market

AFR #10
2026-07-06
Delver's Torch
$0.19TCGplayer market 0.0% 7d
Lowest Listing
updated 2026-07-06
Nonfoil
Lowest listingNM$0.01Buy on TCGplayer
Best buylist (NM)$0.01· Card Kingdom
Buy/Sell Gap$0.00 (0.0%)
Foil
Lowest listingNM$0.01Buy on TCGplayer
Best buylist (NM)$0.08· Card Kingdom
Buy/Sell Gap$-0.07 (-700.0%)
All finishes · 30d
updated 5h ago
Realized change · today vs 30d ago
Nonfoil$0.19 -13.6%
Foil$0.19 0.0%
Price signals
This printing
7d
stable
14d
falling
High conf
30d
falling
High conf
Liquidity (implied)Thin

Trend is a smoothed signal, not the raw change. The chart above shows the realized change; this is a mover-discovery read per window, not a forecast.

Demand signals

Plays as
Attack TriggerIs Equipment

Combos

Loading combos…

Where you can play it
commander
Legal to play
All formats
Format legality
AlchemyNot legal
BrawlLegal
CommanderLegal
competitivebrawlLegal
DuelLegal
Future StandardNot legal
GladiatorLegal
HistoricLegal
LegacyLegal
ModernLegal
OathbreakerLegal
Old SchoolNot legal
PauperLegal
Pauper CommanderLegal
PennyNot legal
PioneerLegal
PreDHNot legal
PremodernNot legal
StandardNot legal
Standard BrawlNot legal
TimelessLegal
Tiny LeadersLegal
VintageLegal
Flavor & art
"Not all of us have darkvision, okay?"
Illustrated by
Bram Sels
Reference & exit links
Card details
Artist
Bram Sels
Frame
2015
Language
EN
Border
black
Security stamp