Kick in the Door
Tracked across real Commander games played through TurnZero HQ.
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What it does
Put a +1/+1 counter on target creature. That creature gains haste until end of turn and can't be blocked by Walls this turn. Venture into the dungeon. (Enter the first room or advance to the next room.)
Rulings
10 official rulings, in the order Wizards published them.
- 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
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 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
Dungeons are removed from the game as a state-based action.
- 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
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
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
You can only move forward (well, downward) in a dungeon, never backwards or sideways.
- 2021-07-23
A player may only have one dungeon in the command zone at a time.
Rulings are Wizards of the Coast's own, mirrored from Scryfall and refreshed nightly.
In the 99
Every deck whose current list includes Kick in the Door, whatever its commander.
Most played under
| Commander | Decks | Games | Win rate |
|---|---|---|---|
| Krenko, Mob Boss | 2 | 0 | — |
Colors it shows up in
- Mono-Red 2 decks
Kick in the Door price history
The Adventures in the Forgotten Realms #153 printing, as Scryfall reports the TCGplayer market. Updated nightly. Click any version below to chart its price.
Every recorded price change
| Date | Non-foil | Foil |
|---|---|---|
| Oct 3, 2026 | $0.22 | $0.21 |
| Sep 29, 2026 | $0.23 | $0.21 |
| Sep 28, 2026 | $0.22 | $0.21 |
A row is recorded only on nights the price moved, so each price held until the row above it.
Every version of Kick in the Door
1 printing, newest first. Prices are the market figures Scryfall publishes, refreshed nightly. A printing with no figure shows a dash rather than a zero, because Scryfall publishes none for some of them.
Adventures in the Forgotten Realms
- Normal
- $0.22
- Foil
- $0.21
Prices from Scryfall, which tracks the TCGplayer and Cardmarket markets. They move daily and are a guide rather than a quote. Search TCGplayer for Kick in the Door. It runs a name search across every version, which covers the printings TCGplayer publishes no direct link to.
Aggregated from Commander games tracked in TurnZero HQ. Every figure counts decks and games only. No individual deck list, player or playgroup is identified. Win rates are withheld below 5 completed games, where the sample is too small to mean anything.