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Moxonomy

Wandering Troubadour

Creature — Dragon Bard3 generic manaGreen mana

Landfall usually rewards you for the front of the turn: a creature swings bigger, a token drops, damage goes to the opponent. This one waits. The venture trigger fires at the end step, checking whether a land arrived under your control that turn, which quietly reframes what a fetchland or an extra land drop is worth. The venture step is not tied to combat or to the land itself; it is a delayed payoff that turns routine ramp into steady dungeon progress, one room per turn you hit a land drop. That patience is the whole design tension. Green already wants to play lands, so the ability asks nothing new of the deck's core plan; it just adds a second reason to sequence your fetches and to hold a land for the turn you can afford to. The 4/2 body is aggressive for four mana but fragile, the kind of stat line that trades down easily, which keeps the card from being a pure engine you can leave alone. What it represents is a bridge between two mechanics that do not obviously belong together: the land-matters axis green has owned since the beginning, and the dungeon-crawl system that measures value in end-step increments rather than immediate board impact. The reward is slow by design, and the card is honest about it.

Wandering Troubadour (afr)
AFR · #210uncommon
Pricing
Normal: $0.20
Foil: $0.18
Oracle Text

Rules text

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.)
Legalities

Format Status

Standard
N/A
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
Brawl
Legal
Historic
Legal
Alchemy
N/A
Timeless
Legal
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
N/A
PreDH
N/A
Pauper Commander
N/A
Oathbreaker
Legal
Gladiator
Legal
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
Legal
TLR
N/A
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