Wandering Troubadour
TurnZero HQ hasn't recorded this card in a tracked game yet. Play a night with it and these numbers fill in.
What it does
At the beginning of your end step, if you had a land enter the battlefield under your control 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
Dungeons are removed from the game as a state-based action.
- 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
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
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
Moving into a dungeon room will cause its room ability to trigger.
- 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.
- 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
A player may only have one dungeon in the command zone at a time.
- 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.
No tracked games yet
Nobody has played a TurnZero HQ-tracked game with Wandering Troubadour so far. Stats appear here as soon as a deck running it finishes a game.
Start trackingWandering Troubadour price history
The Adventures in the Forgotten Realms #210 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 |
|---|---|---|
| Nov 11, 2026 | $0.18 | $0.16 |
| Nov 5, 2026 | $0.18 | $0.16 |
| Nov 4, 2026 | $0.18 | $0.17 |
| Nov 3, 2026 | $0.19 | $0.17 |
| Oct 29, 2026 | $0.19 | $0.16 |
| Oct 26, 2026 | $0.20 | $0.16 |
| Oct 23, 2026 | $0.20 | $0.17 |
| Oct 20, 2026 | $0.21 | $0.17 |
| Oct 12, 2026 | $0.22 | $0.17 |
| Oct 3, 2026 | $0.23 | $0.17 |
| Oct 1, 2026 | $0.24 | $0.17 |
| Sep 29, 2026 | $0.25 | $0.17 |
| Sep 28, 2026 | $0.23 | $0.17 |
A row is recorded only on nights the price moved, so each price held until the row above it.
Every version of Wandering Troubadour
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
- $0.18
- Foil
- $0.16
Prices from Scryfall, which tracks the TCGplayer and Cardmarket markets. They move daily and are a guide rather than a quote. Search TCGplayer for Wandering Troubadour. 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.