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Cloister Gargoyle PLST

Other printings of "Cloister Gargoyle": PLST #AFR-302 AFR #7 AFR #302

Card

id73815
artistRuss Nicholson
artistIds53959d21-e90d-41bd-acc5-fbc5b4a81fdc
asciiName
attractionLights
availabilitypaper
boosterTypes
borderColorblack
colorIdentityW
colorIndicator
colorsW
defense
duelDeck
edhrecRank12867
edhrecSaltiness0.12
faceConvertedManaCost
faceFlavorName
faceManaValue
faceName
finishesnonfoil
flavorName
flavorText
frameEffectsshowcase
frameVersion2015
hand
hasAlternativeDeckLimit
hasContentWarning
hasFoil0
hasNonFoil1
isAlternative
isFullArt
isFunny
isGameChanger
isOnlineOnly
isOversized
isPromo
isRebalanced
isReprint1
isReserved
isStarter
isStorySpotlight
isTextless
isTimeshifted
keywordsVenture into the dungeon
languageEnglish
layoutnormal
leadershipSkills
life
loyalty
manaCost{2}{W}
manaValue3
nameCloister Gargoyle
numberAFR-302
originalPrintings
originalReleaseDate2021-09-25
originalText
otherFaceIds
power0
printingsAFR, PLST
promoTypes
rarityuncommon
rebalancedPrintings
relatedCards
securityStamp
setCodePLST
side
signature
sourceProducts{'nonfoil': ['71048738-4d74-5f1c-8dc2-5b16f996cbc6', '793cffee-a608-56fe-a2dc-feccb9af38c5', 'ee4bdb5b-4ce5-5ead-8b70-1b717641f4e3']}
subsets
subtypesGargoyle
supertypes
textWhen this creature enters, venture into the dungeon. (Enter the first room or advance to the next room.)
As long as you've completed a dungeon, this creature gets +3/+0 and has flying.
toughness4
typeArtifact Creature — Gargoyle
typesArtifact, Creature
uuid42c006ad-d0b2-5804-a932-7e15e0099b5e
variations
watermark
setNameThe List

Identifiers

id73815
cardKingdomEtchedId
cardKingdomFoilId
cardKingdomId250612
cardsphereFoilId
cardsphereId81739
deckboxId60783
mcmId575984
mcmMetaId343420
mtgArenaId
mtgjsonFoilVersionId
mtgjsonNonFoilVersionId
mtgjsonV4Id1961877f-b722-5453-9c6d-185d235d22c5
mtgoFoilId
mtgoId
multiverseId
scryfallCardBackId0aeebaf5-8c7d-4636-9e82-8c27447861f7
scryfallId37bfe275-b912-4e69-8c4c-1c18e1967b09
scryfallIllustrationIdf92e6080-4ad4-4700-af2b-8fd6f6d4af53
scryfallOracleIde1e84b14-c521-4eb7-92ed-bde1131e8662
tcgplayerEtchedProductId
tcgplayerProductId248625
uuid42c006ad-d0b2-5804-a932-7e15e0099b5e

Legalities

id73815
alchemy
brawl
commanderLegal
duelLegal
future
gladiatorLegal
historic
legacyLegal
modernLegal
oathbreakerLegal
oldschool
pauper
paupercommander
penny
pioneerLegal
predh
premodern
standard
standardbrawl
timelessLegal
uuid42c006ad-d0b2-5804-a932-7e15e0099b5e
vintageLegal

Purchase URLs

id73815
cardKingdomhttps://mtgjson.com/links/14591960b39ddeb6
cardKingdomEtched
cardKingdomFoil
cardmarkethttps://mtgjson.com/links/354b8ac39b0c8407
tcgplayerhttps://mtgjson.com/links/b7f21f0120e8079e
tcgplayerEtched
uuid42c006ad-d0b2-5804-a932-7e15e0099b5e

Foreign Data (per language)

No foreign data.

Rulings

datetext
2021-07-23A player may only have one dungeon in the command zone at a time.
2021-07-23Choosing 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.
2021-07-23Cloister Gargoyle's last ability works even if it wasn't on the battlefield when you completed a dungeon.
2021-07-23Dungeon 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.
2021-07-23Dungeons are removed from the game as a state-based action.
2021-07-23If 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.
2021-07-23Moving into a dungeon room will cause its room ability to trigger.
2021-07-23Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
2021-07-23The player venturing into the dungeon chooses which dungeon they will venture into. They may choose a dungeon that they have already completed this game.
2021-07-23To 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.
2021-07-23You can only move forward (well, downward) in a dungeon, never backwards or sideways.

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