Venture into the dungeon

From MTG Wiki
Revision as of 05:10, 25 June 2021 by >Hunterofsalvation (→‎Background)
Jump to navigation Jump to search
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
4 cards
{W} 50% {U} 25% {G} 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