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Zalto, Fire Giant Duke

Zalto, Fire Giant Duke Price

5 printings · 2 sets · first printed 2021

Cheapest $0.23
Median $0.32
Highest $7.70
EDHREC Rank #18,941

Zalto, Fire Giant Duke has been printed 5 times across 2 sets, first in 2021. Right now the cheapest printing is Adventures in the Forgotten Realms #323 at $0.23, while the most expensive is Adventures in the Forgotten Realms Promos #171a at $7.70 — about 33× more. The median across 5 priced printings is $0.32. Reprint risk: LOW — Reprinted 5x historically, most recently in 2021 -- no dedicated reprint sets or recent activity.

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Every Zalto, Fire Giant Duke Printing, Compared

Cheapest first · unpriced last
Printing Year Price Dealer Buys
Adventures in the Forgotten Realms #323 (R) Cheapest 2021 $0.23 $0.05
Adventures in the Forgotten Realms Promos #171p (R) 2021 $0.25 $0.04
Adventures in the Forgotten Realms #171 (R) 2021 $0.32 —
Adventures in the Forgotten Realms Promos #171s (R) Foil 2021 $0.40 $0.25 foil
Adventures in the Forgotten Realms Promos #171a (R) Foil 2021 $7.70 $3.50 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
Legendary Creature — Giant Barbarian
Trample

Whenever Zalto is dealt damage, venture into the dungeon. (Enter the first room or advance to the next room.)
7 / 3
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

12 Precedents

If Zalto is dealt damage by multiple sources at the same time (usually creatures blocking it), you will only venture into the dungeon once.

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.

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.

If Zalto is dealt lethal damage, you will still get to venture into the 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.

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.

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.

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.