Ellywick Tumblestrum Price
6 printings · 3 sets · first printed 2021
Ellywick Tumblestrum has been printed 6 times across 3 sets, first in 2021. Right now the cheapest printing is Adventures in the Forgotten Realms #181 at $0.39, while the most expensive is Adventures in the Forgotten Realms Promos #181p at $10.46 — about 27× more. The median across 5 priced printings is $1.99. Reprint risk: LOW — Reprinted 6x historically, most recently in 2021 -- no dedicated reprint sets or recent activity.
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Every Ellywick Tumblestrum Printing, Compared
Cheapest first · unpriced last| Printing | Year | Price | Dealer Buys |
|---|---|---|---|
| Adventures in the Forgotten Realms #181 (M) Cheapest | 2021 | $0.39 | $0.15 |
| Adventures in the Forgotten Realms #286 (M) | 2021 | $0.82 | $0.33 |
| Adventures in the Forgotten Realms Promos #181s (M) Foil | 2021 | $1.99 | $1.60 foil |
| Adventures in the Forgotten Realms Promos #181a (M) Foil | 2021 | $9.54 | $5.50 foil |
| Adventures in the Forgotten Realms Promos #181p (M) | 2021 | $10.46 | $0.95 |
| Magic Online Promos #92756 (M) | 2021 | — | — |
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.
−2: Look at the top six cards of your library. You may reveal a creature card from among them and put it into your hand. If it's legendary, you gain 3 life. Put the rest on the bottom of your library in a random order.
−7: You get an emblem with "Creatures you control have trample and haste and get +2/+2 for each differently named dungeon you've completed."
Legality is a property of the card, not the printing, so it is identical for all 6 versions.
Official Judge Precedents
12 PrecedentsA player may only have one dungeon in the command zone at a time.
The emblem grants trample and haste even if you haven't completed a dungeon.
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.
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.
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.
Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
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.
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.
Dungeons are removed from the game as a state-based action.
Ellywick Tumblestrum's last ability counts all dungeons you've completed, whether they were completed before or after the emblem was created.
You can only move forward (well, downward) in a dungeon, never backwards or sideways.
Moving into a dungeon room will cause its room ability to trigger.