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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.  
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.  
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==Rules==
{{CR|glossary|Venture into the Dungeon}}
{{CR+G}}
{{CR|glossary|Venture Marker}}
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==Rulings==
==Rulings==

Revision as of 07:23, 23 July 2021

Venture into the Dungeon
Keyword Action
Introduced Adventures in the Forgotten Realms
Last used Adventures in the Forgotten Realms
Reminder Text Venture into the dungeon (Enter the first room or advance to the next room)
Statistics
37 cards
{W} 24.3% {U} 18.9% {B} 16.2% {R} 5.4% {G} 16.2% {W/U} 2.7% {W/B} 5.4% {M} 2.7% {artifact symbol} 5.4% {land symbol} 2.7%
Scryfall Search
keyword:"Venture into the Dungeon"

Venture into the dungeon is a keyword action introduced in Dungeons & Dragons: Adventures in the Forgotten Realms.[1] It interacts with the dungeon card type.[2][3]

Description

Venture into the dungeon 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. The next time you venture into the dungeon, you'll move to the next room by placing the marker on that room. When you enter a room, the room ability of that room triggers. 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.

From the glossary of the Comprehensive Rules (June 7, 2024—Modern Horizons 3)

Venture into the Dungeon
A keyword action that can bring dungeon cards into the game from outside the game or move a player’s venture marker. See rule 701.46, “Venture into the Dungeon.”

From the glossary of the Comprehensive Rules (June 7, 2024—Modern Horizons 3)

Venture Marker
A marker used to track which room of a dungeon card a player is currently in. See rule 309, “Dungeons.”

Rulings

  • Dungeon cards begin outside the game, and can only be brought into the game by cards that say "venture into the dungeon."
  • The player venturing into the dungeon chooses which dungeon they will venture into.
  • Dungeon cards are not part of a player's deck or sideboard. Players can use any dungeon they own.
  • You can only move forward (downward) in a dungeon, never backwards or sideways.
  • Dungeons are removed from the game as a state-based action.
  • 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.
  • Whenever a player ventures into the dungeon, no player can respond until after that player has selected which dungeon to enter and its first room ability has triggered.

Background

Venture in the dungeon is somewhat similar to the unreleased Skirmish mechanic from War of the Spark.[4][5][3]

References

  1. Matt Tabak (June 24, 2021). "Adventures in the Forgotten Realms Mechanics". magicthegathering.com. Wizards of the Coast.
  2. Jess Dunks (July 12, 2021). "Adventures in the Forgotten Realms Release Notes". magicthegathering.com. Wizards of the Coast.
  3. a b Mark Rosewater (July 12, 2021). "D&D-esign, Part 2". magicthegathering.com. Wizards of the Coast.
  4. Mark Rosewater (April 15, 2019). "Waging War of the Spark, Part 3". magicthegathering.com. Wizards of the Coast.
  5. Mark Rosewater (June 30, 2021). "How similar are dungeons and venture to the...". Blogatog. Tumblr.