Skip to main content
Dungeon Descent

Dungeon Descent Price

5 printings · 2 sets · first printed 2021

Cheapest $0.38
Median $0.44
Highest $5.50
EDHREC Rank #8,984

Dungeon Descent has been printed 5 times across 2 sets, first in 2021. Right now the cheapest printing is Adventures in the Forgotten Realms #352 at $0.38, while the most expensive is Adventures in the Forgotten Realms Promos #255a at $5.50 — about 14× more. The median across 5 priced printings is $0.44. Reprint risk: LOW — Reprinted 5x historically, most recently in 2021 -- no dedicated reprint sets or recent activity.

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

Every Dungeon Descent Printing, Compared

Cheapest first · unpriced last
Printing Year Price Dealer Buys
Adventures in the Forgotten Realms #352 (R) Cheapest 2021 $0.38 $0.24
Adventures in the Forgotten Realms #255 (R) 2021 $0.43 $0.11
Adventures in the Forgotten Realms Promos #255p (R) 2021 $0.44 $0.32
Adventures in the Forgotten Realms Promos #255s (R) Foil 2021 $0.66 $0.30 foil
Adventures in the Forgotten Realms Promos #255a (R) Foil 2021 $5.50 $1.40 foil

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
Land
This land enters tapped.

T: Add C.

4, T, Tap an untapped legendary creature you control: Venture into the dungeon. Activate only as a sorcery. (Enter the first room or advance to the next room.)
Legal In
Pioneer Modern Legacy Vintage Commander Brawl Penny Dreadful

Legality is a property of the card, not the printing, so it is identical for all 5 versions.

Official Judge Precedents

10 Precedents

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.

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

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.

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

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.

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

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

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.

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

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.