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Jidoor, Aristocratic Capital // Overture

Jidoor, Aristocratic Capital // Overture Price

3 printings · 2 sets · first printed 2025

Cheapest $1.27
Median $2.46
Highest $13.21
EDHREC Rank #2,165

Jidoor, Aristocratic Capital // Overture has been printed 3 times across 2 sets, first in 2025. Right now the cheapest printing is Final Fantasy #284 at $1.27, while the most expensive is Final Fantasy Promos #284s at $13.21 — about 10× more. The median across 3 priced printings is $2.46. Reprint risk: HIGH RISK — Reprinted 3x in the last 2 years.

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Every Jidoor, Aristocratic Capital // Overture Printing, Compared

Cheapest first · unpriced last
Printing Year Price Dealer Buys
Final Fantasy #284 (R) Cheapest 2025 $1.27 $0.50
Final Fantasy #311 (R) 2025 $2.46 $0.70
Final Fantasy Promos #284s (R) Foil 2025 $13.21 $7.50 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 — Town // Sorcery — Adventure
No oracle text available.
Legal In
Standard Pioneer Modern Legacy Vintage Commander Brawl Penny Dreadful

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

Official Judge Precedents

13 Precedents

If an effect refers to a card, spell, or permanent that has an Adventure, it won't find an instant or sorcery spell on the stack that's been cast as an Adventure.

An effect may refer to a card, spell, or permanent that "has an Adventure." This refers to a card, spell, or permanent that has an adventurer card's set of alternative characteristics, even if they're not being used and even if that card was never cast as an Adventure.

Town is a land type with no special meaning. It doesn't grant the land any intrinsic abilities. Other cards may care about which lands are Towns.

You must still follow any timing restrictions and permissions for the card you play from exile. In the case of any of the five lands in this release, you'll be able to play it only during your main phase while the stack is empty and only if you have an available land play remaining.

If you cast an adventurer card as an Adventure, use only its alternative characteristics to determine whether it's legal to cast that spell. For example, if you control Traveling Chocobo ("You may play lands and cast Bird spells from the top of your library.") and Jidoor, Aristocratic Capital is on top of your library, you can play Jidoor, Aristocratic Capital, but you can't cast Overture.

If an effect copies an Adventure spell, that copy is exiled as it resolves. It ceases to exist as a state-based action; it's not possible to play the copy as a permanent.

An adventurer card uses only its non-Adventure characteristics in every zone except the stack, as well as while on the stack if not cast as an Adventure. Ignore its alternative characteristics in those cases. For example, while it's in your graveyard, Jidoor, Aristocratic Capital is a colorless Town land card whose mana value is 0. It can't be the target of Sorceress's Schemes, which reads in part "Return target instant or sorcery card from your graveyard or exiled card with flashback you own to your hand."

If an adventurer card ends up in exile for any other reason than by exiling itself while resolving, it won't give you permission to play it with its primary characteristics.

Casting a card as an Adventure isn't casting it for an alternative cost. Effects that allow you to cast a spell for an alternative cost or without paying its mana cost may allow you to apply those to the Adventure.

When playing a card as an Adventure, use the alternative characteristics and ignore all of the card's normal characteristics. The resulting spell's color, mana cost, mana value, and so on are determined by only those alternative characteristics. If the spell leaves the stack, it immediately resumes using its normal characteristics.

If an effect instructs you to choose a card name, you may choose the alternative Adventure name. Consider only the alternative characteristics to determine whether that is an appropriate name to choose.

If a spell is cast as an Adventure, its controller exiles it instead of putting it into its owner's graveyard as it resolves. For as long as it remains exiled, that player may play it using its primary characteristics. If an Adventure spell leaves the stack in any way other than resolving (most likely by being countered or by failing to resolve because its targets have all become illegal), that card won't be exiled and the spell's controller won't be able to play that card from exile later.

If an object becomes a copy of an object that has an Adventure, the copy also has an Adventure. If it changes zones, it will either cease to exist (if it's a token) or cease to be a copy (if it's a nontoken permanent), and so you won't be able to cast it as an Adventure.