Kick in the Door
Sorcery
Kick in the Door
Sorcery
Card Text
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.)
Card Details
- Mana Value
- 1
- Colors
- Red
- Color Identity
- Red
- EDHREC Rank
- #11,756
Format Legalities
Market Prices
Prices from TCGPlayer and Cardmarket
Price History (30d)
All Printings (11)
| Set | # | Rarity | Lang | Artist | Price | Foil |
|---|---|---|---|---|---|---|
| Adventures in the Forgotten Realms (AFR) | #153 | common | en | Justine Cruz | $0.09 | $0.20 |
| Adventures in the Forgotten Realms (AFR) | #153 | common | de | Justine Cruz | β | β |
| Adventures in the Forgotten Realms (AFR) | #153 | common | es | Justine Cruz | β | β |
| Adventures in the Forgotten Realms (AFR) | #153 | common | fr | Justine Cruz | β | β |
| Adventures in the Forgotten Realms (AFR) | #153 | common | it | Justine Cruz | β | β |
| Adventures in the Forgotten Realms (AFR) | #153 | common | ja | Justine Cruz | β | β |
| Adventures in the Forgotten Realms (AFR) | #153 | common | ko | Justine Cruz | β | β |
| Adventures in the Forgotten Realms (AFR) | #153 | common | pt | Justine Cruz | β | β |
| Adventures in the Forgotten Realms (AFR) | #153 | common | ru | Justine Cruz | β | β |
| Adventures in the Forgotten Realms (AFR) | #153 | common | zhs | Justine Cruz | β | β |
| Adventures in the Forgotten Realms (AFR) | #153 | common | zht | Justine Cruz | β | β |
Official Rulings (10)
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.
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.
Dungeons are removed from the game as a state-based action.
A player may only have one dungeon in the command zone at a time.
Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
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.
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.
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.
Moving into a dungeon room will cause its room ability to trigger.
You can only move forward (well, downward) in a dungeon, never backwards or sideways.
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