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Yuan-Ti Malison

Yuan-Ti Malison Price

6 printings · 3 sets · first printed 2021

Cheapest $0.33
Median $0.99
Highest $7.91
EDHREC Rank #8,660

Yuan-Ti Malison has been printed 6 times across 3 sets, first in 2021. Right now the cheapest printing is Adventures in the Forgotten Realms #371 at $0.33, while the most expensive is Adventures in the Forgotten Realms Promos #86a at $7.91 — about 24× more. The median across 5 priced printings is $0.99. Reprint risk: LOW — Reprinted 6x historically, most recently in 2021 -- no dedicated reprint sets or recent activity.

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Every Yuan-Ti Malison Printing, Compared

Cheapest first · unpriced last
Printing Year Price Dealer Buys
Adventures in the Forgotten Realms #371 (R) Cheapest 2021 $0.33 $0.09
Adventures in the Forgotten Realms #86 (R) 2021 $0.35 $0.03
Adventures in the Forgotten Realms Promos #86s (R) Foil 2021 $0.99 $0.06 foil
Adventures in the Forgotten Realms Promos #86p (R) 2021 $1.85 $0.20 foil
Adventures in the Forgotten Realms Promos #86a (R) Foil 2021 $7.91 $3.00 foil
Magic Online Promos #92660 (R) 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.

Oracle Text
Creature — Snake Rogue
This creature can't be blocked as long as it's attacking alone.

Whenever this creature deals combat damage to a player, venture into the dungeon. (Enter the first room or advance to the next room.)
2 / 1
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 6 versions.

Official Judge Precedents

10 Precedents

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.

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.

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

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

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.

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

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.