Eccentric Apprentice
Creature — Tiefling Wizard
- Border
- black
- Frame
- 2015
- Pull rate
- about 1 per booster–1 in 960
- Illustrator
- Campbell White
- Found in
- Adventures in the Forgotten Realms Theme Booster Dungeon Theme · Adventures in the Forgotten Realms MTGO Redemption Foil · 7 more
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Rulings
13 · latest Jul 23, 2021 · one tap opens all
- WotCJul 23, 2021
A creature that becomes a Bird this way loses all other creature types but does not lose any of its abilities.
- 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
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.
- 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 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.
- 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.