Eccentric Apprentice (AFR #57)

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Eccentric Apprentice — Adventures in the Forgotten Realms

Eccentric Apprentice is a uncommon printing from Adventures in the Forgotten Realms (AFR #57), a Creature — Tiefling Wizard. Illustrated by Campbell White.

Card text

Flying

When this creature enters, venture into the dungeon. (Enter the first room or advance to the next room.)

At the beginning of combat on your turn, if you've completed a dungeon, up to one target creature becomes a Bird with base power and toughness 1/1 and flying until end of turn.

Details

Mana cost {2}{U}
Type Creature — Tiefling Wizard
Power / Toughness 2 / 2
Rarity Uncommon
Set Adventures in the Forgotten Realms (AFR)
Collector number 57
Artist Campbell White
Released 2021-07-23

Current price

As of 2026-10-19, Scryfall listed this printing at non-foil $0.29, foil $0.27 (USD). Prices change constantly, so check the live price before buying.

Buy Eccentric Apprentice on TCGplayer

Legality

Standard Not legal
Future Standard Not legal
Historic Legal
Timeless Legal
Gladiator Legal
Pioneer Legal
Modern Legal
Legacy Legal
Pauper Not legal
Vintage Legal
Penny Dreadful Not legal
Commander Legal
Oathbreaker Legal
Standard Brawl Not legal
Brawl Legal
Competitive Brawl Legal
Alchemy Not legal
Pauper Commander Not legal
Duel Commander Legal
Old School Not legal
Premodern Not legal
PrEDH Not legal
TLR Legal

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View this card on Scryfall

Rulings

  • July 23, 2021 — Eccentric Apprentice's last ability works even if it wasn't on the battlefield when you completed a dungeon and even if the dungeon was completed on a previous turn.
  • July 23, 2021 — A creature that becomes a Bird this way loses all other creature types but does not lose any of its abilities.
  • July 23, 2021 — The last ability will overwrite any previous effects that set the creature's power and toughness to specific numbers. Effects that otherwise modify the target creature's power and toughness will still apply no matter when they took effect. The same is true for +1/+1 counters.
  • July 23, 2021 — 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.
  • July 23, 2021 — Moving into a dungeon room will cause its room ability to trigger.
  • July 23, 2021 — Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
  • July 23, 2021 — A player may only have one dungeon in the command zone at a time.
  • July 23, 2021 — 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.
  • July 23, 2021 — 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.
  • July 23, 2021 — You can only move forward (well, downward) in a dungeon, never backwards or sideways.
  • July 23, 2021 — Dungeons are removed from the game as a state-based action.
  • July 23, 2021 — 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.
  • July 23, 2021 — 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.

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