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Cloister Gargoyle

{2}{W}

Artifact Creature — Gargoyle

AFRAdventures in the Forgotten Realms#302uncommon
Showcase
Finishes
Nonfoil · Foil
Border
black
Frame
2015
Pull rate
~1 in 29–2880
Illustrator
Russ Nicholson
Found in
Adventures in the Forgotten Realms Collector Booster Hanger Pack · Adventures in the Forgotten Realms Collector Booster Retail Pack · 3 more
Printings3Combos9EDHREC rank#14,004
CommanderLegalModernLegalStandardNot legal
Format legality

Constructed

StandardNot legal
PioneerLegal
ModernLegal
LegacyLegal
VintageLegal
PauperNot legal

Commander

CommanderLegal
Pauper CommanderNot legal
Duel CommanderLegal
PreDHNot legal
OathbreakerLegal
Tiny LeadersLegal

Arena

AlchemyNot legal
HistoricNot legal
TimelessLegal
BrawlNot legal
Standard BrawlNot legal
Competitive BrawlNot legal
GladiatorLegal

Other

PremodernNot legal
Old SchoolNot legal
Penny DreadfulNot legal
Future StandardNot legal
When this creature enters, venture into the dungeon. (Enter the first room or advance to the next room.) As long as you've completed a dungeon, this creature gets +3/+0 and has flying.
0/4
Market · per finishspark updated 13m ago · prices as of 2026-08-30
Nonfoil-9.1%
$0.20
$0.03 low$0.02 gapTCGplayer
Foil+3.2%
$0.32
$0.01 low-$0.15 gapTCGplayer
Cheapest playable copy$0.20· across 3 printings· you're viewing it

Rulings

11 · latest Jul 23, 2021
  • 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

    Cloister Gargoyle's last ability works even if it wasn't on the battlefield when you completed a dungeon.

  • 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.