Dungeon

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Revision as of 05:16, 13 July 2021 by >Hunterofsalvation (→‎Trivia)
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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][2] It is only seen on nontraditional Magic cards. They do not have a Magic back, and they don't get shuffled into or drawn from your library.[3]

Description

Dungeons are like Planes and Conspiracies during the game. Actual cards, but they don’t go in your deck.[4] 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.[4]

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.

List

There are only three different Dungeons in the set.

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.

Trivia

  • Although Dungeon is a card type, that word doesn’t appear as such on the cards themselves.[4]
  • 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.[4]
  • You don’t draft dungeons, nor do they need to be in your sealed deck card pool.[4]
  • 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.[4]
  • AFR prerelease packs feature foil double-sided Dungeon cards.[5]
  • The AFR bundle features oversized versions.[6]

Gallery

The three dungeons that were released


References