Cloister Gargoyle, card #302 from the 2021 Magic: The Gathering set Adventures in the Forgotten Realms, featuring unique dungeon-venture mechanics.
Cloister Gargoyle
2021 • Magic: The Gathering • Adventures in the Forgotten Realms
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$0.23
Description
Card #302 in the 2021 Adventures in the Forgotten Realms expansion, Cloister Gargoyle is an Artifact Creature with the Gargoyle subtype. Designed by Russ Nicholson, this Uncommon card brings a distinct mechanical twist to Magic: The Gathering gameplay. Players utilize its ability to venture into the dungeon when it enters the battlefield, allowing them to advance through rooms and unlock powerful bonuses. The card’s design emphasizes its role as a strategic piece for artifact-focused decks. With a mana cost of two generic mana and one white mana, it offers a balanced investment for players seeking to build their board presence. As long as the dungeon is completed, Cloister Gargoyle gains a significant power boost and the ability to fly, making it a formidable presence in combat. Collectors appreciate this card for its connection to the Dungeons & Dragons crossover theme that defined the Adventures in the Forgotten Realms set. The artwork and rules text reflect the whimsical yet dangerous nature of the Forgotten Realms setting, appealing to fans of both Magic and the fantasy source material. Whether you are building a competitive deck or simply admiring the card’s design, Cloister Gargoyle represents a key moment in Magic’s exploration of crossover mechanics. Its unique interaction with the dungeon system offers a different play experience compared to traditional creature cards, making it a valuable addition to any Magic: The Gathering library.
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Card Details
The catalog profile below summarizes the card identity, featured subject, and notable collectible traits.
Catalog Profile
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Featured Subject
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Featured
Cloister Gargoyle
Game
Magic: The Gathering
TCG Attributes
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Uncommon
Russ Nicholson
Card Stock
English
{2}{W}
Artifact Creature — Gargoyle
0 / 4
W
Card Text
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When this creature enters, venture into the dungeon. (Enter the first room or advance to the next room.) As long as you've completed a dungeon, this creature gets +3/+0 and has flying.








