Dungeon: Difference between revisions

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===Trivia===
===Trivia===
* Although Dungeon is a card type, that word doesn’t appear as such on the cards themselves.
* Although Dungeon is a card type, that word doesn’t appear as such on the cards themselves.<ref name="Tabak"/>
* In the [[information below the text box]] the Dungeons are marked with a T, meaning that they have the same distribution as tokens. For game play they aren’t tokens.<ref name="Tabak">{{TwitterRef|WotC_Matt|1408078502893527044|author=[[Matt Tabak]]|title=You don’t draft dungeons, nor do they need to be in your sealed deck card pool.|date=June 24, 2021}}</ref>
* In the [[information below the text box]] the Dungeons are marked with a T, meaning that they have the same distribution as tokens. For game play they aren’t tokens.<ref name="Tabak">{{TwitterRef|WotC_Matt|1408078502893527044|author=[[Matt Tabak]]|title=You don’t draft dungeons, nor do they need to be in your sealed deck card pool.|date=June 24, 2021}}</ref>
* You don’t draft dungeons, nor do they need to be in your sealed deck card pool. They will be plentiful. You have access to all three at all times if you want.<ref name="Tabak"/>
* You don’t draft dungeons, nor do they need to be in your sealed deck card pool. They will be plentiful. You have access to all three at all times if you want.<ref name="Tabak"/>

Revision as of 11:12, 25 June 2021

Dungeon
Card Type
Statistics
3 cards
{C} 100%
Scryfall Search
type:"Dungeon"

Dungeon is a new card type introduced in Dungeons & Dragons: Adventures in the Forgotten Realms.[1] There are only three different Dungeons in the set.

Description

Dungeons don't go in your deck. Rather, they start outside the game and are played in the command zone. In games held under tournament conditions, "cards from outside the game" means cards from your sideboard, but dungeons don't take up sideboard slots. You always have access to all three dungeons, and you'll never need more than one of the same one.

The way to bring dungeons into the game is a new keyword action: venture into the dungeon. Several traditional Magic cards will instruct you to venture into the dungeon. This can be the effect of a spell, an activated ability, or a triggered ability.

If you venture into the dungeon while you don't have any dungeons in the command zone you put the dungeon of your choice into the command zone and put a venture marker on the first room, at the top. Every time you enter a room, including the first room, its room ability triggers. These abilities all read "When you enter this room, [the effect printed in the room]."

The next time you venture into the dungeon, you'll move to the next room. You can't start a new dungeon until you complete the one you're in. When moving to the next room, follow the arrows down the card. After the final room ability resolves or otherwise leaves the stack, the dungeon is removed from the game. Removing it from the game results in you completing the dungeon. When you complete a dungeon certain cards receive a bonus.

The next time you venture into the dungeon, you can choose the very same dungeon you were just in or you can head into a new one.

Trivia

  • Although Dungeon is a card type, that word doesn’t appear as such on the cards themselves.[2]
  • In the information below the text box the Dungeons are marked with a T, meaning that they have the same distribution as tokens. For game play they aren’t tokens.[2]
  • You don’t draft dungeons, nor do they need to be in your sealed deck card pool. They will be plentiful. You have access to all three at all times if you want.[2]
  • Dungeons are like Planes and Conspiracies during the game. Actual cards, but they don’t go in your deck.[2]
  • The three AFR dungeons are AFR cards and legal in formats AFR is legal in. Theoretical future dungeons will belong to whatever set they’re in.[2]

Gallery

The three dungeons that were released


References