Venture into the dungeon
Venture into the dungeon | |
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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 |
4 cards 50% 25% 25% |
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 is closely associated with the dungeon card type.
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. 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.
Background
Venture in the dungeon is similar to the unreleased Skirmish mechanic from war of the Spark.[2]
References
- ↑ Matt Tabak (June 24, 2021). "Adventures in the Forgotten Realms Mechanics". magicthegathering.com. Wizards of the Coast.
- ↑ Mark Rosewater (April 15, 2019). "Waging War of the Spark, Part 3". magicthegathering.com. Wizards of the Coast.