Skip to main content
Cloister Gargoyle

Cloister Gargoyle Price

3 printings · 2 sets · first printed 2021

Cheapest $0.20
Median $0.20
Highest $0.27
EDHREC Rank #14,214

Cloister Gargoyle has been printed 3 times across 2 sets, first in 2021. Right now the cheapest printing is Adventures in the Forgotten Realms #7 at $0.20, while the most expensive is The List #AFR-302 at $0.27. The median across 3 priced printings is $0.20. Reprint risk: ELEVATED — Reprinted 3x total; appeared once in a dedicated reprint set (The List).

Clicking links to purchase cards directly supports ManaBleed via affiliate commissions at no extra cost to you.

Every Cloister Gargoyle Printing, Compared

Cheapest first · unpriced last
Printing Year Price Dealer Buys
Adventures in the Forgotten Realms #7 (U) Cheapest 2021 $0.20 $0.16 foil
Adventures in the Forgotten Realms #302 (U) 2021 $0.20 —
The List #AFR-302 (U) 2021 $0.27 —

Prices are the latest nightly market price; a printing with no tracked price shows a dash. Dealer buylist is Card Kingdom's current offer via MTGJSON, shown where one exists.

Oracle Text
Artifact Creature — Gargoyle
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
Legal In
Pioneer Modern Legacy Vintage Commander Brawl

Legality is a property of the card, not the printing, so it is identical for all 3 versions.

Official Judge Precedents

11 Precedents

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.

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.

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

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

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.

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.

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.

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

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

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

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