Midnight Pathlighter card art

Midnight Pathlighter

Creature — Human Wizard MV 4

Tracked across real Commander games played through TurnZero HQ.

What it does

Creatures you control can't be blocked except by legendary creatures.

Whenever one or more creatures you control deal combat damage to a player, venture into the dungeon. (Enter the first room or advance to the next room.)

Rulings

11 official rulings, in the order Wizards published them.

  • 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

    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

    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

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

  • 2021-07-23

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

  • 2021-07-23

    Unblocked creatures with double strike deal damage twice, which will cause Midnight Pathlighter's last ability to trigger twice.

  • 2021-07-23

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

  • 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

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

Rulings are Wizards of the Coast's own, mirrored from Scryfall and refreshed nightly.

In the 99

Every deck whose current list includes Midnight Pathlighter, whatever its commander.

Decks running it 2
Games played 0
Win rate — Fewer than 5 completed games, which is not enough to publish a rate yet.
Confirmed on board 0 Games where a board photo caught it actually in play.

Most played under

Commander Decks Games Win rate
Sefris of the Hidden Ways 1 0 —

Colors it shows up in

  • Esper 1 deck

Midnight Pathlighter price history

The Forgotten Realms Commander #52 printing, as Scryfall reports the TCGplayer market. Updated nightly.

Non-foil today$2.28▲ $0.43 (23.2%)
Low $1.80 · High $2.32Tracked since Sep 28, 2026
Every recorded price change
DateNon-foil
Oct 26, 2026$2.28
Oct 22, 2026$2.28
Oct 20, 2026$2.32
Oct 17, 2026$2.31
Oct 13, 2026$2.29
Oct 11, 2026$2.28
Oct 10, 2026$2.27
Oct 9, 2026$1.83
Oct 8, 2026$1.88
Oct 7, 2026$1.87
Oct 5, 2026$1.85
Oct 4, 2026$1.83
Oct 3, 2026$1.85
Sep 29, 2026$1.80
Sep 28, 2026$1.85

A row is recorded only on nights the price moved, so each price held until the row above it.

Every version of Midnight Pathlighter

2 printings, 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. Click a card's art to chart that version's price above.

Prices from Scryfall, which tracks the TCGplayer and Cardmarket markets. They move daily and are a guide rather than a quote. Search TCGplayer for Midnight Pathlighter. 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.