Ellywick Tumblestrum

View Cropped Image
Download Full Image ( Card | Crop )

Show All Legalities >>

Legalities

    Commander Legal
    Duel Legal
    Explorer Legal
    Gladiator Legal
    Legacy Legal
    Modern Legal
    Oathbreaker Legal
    Penny Legal
    Pioneer Legal
    Timeless Legal
    Vintage Legal
Artist Anna Steinbauer
Card Type Legendary Planeswalker — Ellywick
Card Set Adventures in the Forgotten Realms Promos
Rarity   Mythic  
Mana Cost    
Loyalty   4
Is Promo? Yes
Has Foil? Yes
Online Only? No
Frame Version 2015
Border Color Black
Keywods Venture Into The Dungeon
Card Number 181a
Oversized? No
Joke Card? No
Reprint? Yes
In Starter? Yes
Time Shifted? No
Subtypes Ellywick
Supertypes Legendary
Show More >>

Support Us, Buy The Card!

Card Text

[+1]: Venture into the dungeon. (Enter the first room or advance to the next room.)
[−2]: Look at the top six cards of your library. You may reveal a creature card from among them and put it into your hand. If it's legendary, you gain 3 life. Put the rest on the bottom of your library in a random order.
[−7]: You get an emblem with "Creatures you control have trample and haste and get +2/+2 for each differently named dungeon you've completed."

Other Printings (5)


Contained In The Following Sets


Card Rulings

2021-07-23

A player may only have one dungeon in the command zone at a time.

2021-07-23

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.

2021-07-23

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.

2021-07-23

Dungeons are removed from the game as a state-based action.

2021-07-23

Ellywick Tumblestrum's last ability counts all dungeons you've completed, whether they were completed before or after the emblem was created.

2021-07-23

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.

2021-07-23

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

2021-07-23

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

2021-07-23

The emblem grants trample and haste even if you haven't completed a dungeon.

2021-07-23

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.

2021-07-23

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.

2021-07-23

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