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Artifact · AFR #242 · uncommon
Dungeon Map
$0.26

versions · 1 printings
format pulse
- standard not legal
- pioneer legal
- modern legal
- legacy legal
- vintage legal
- commander legal
- pauper not legal
EDHREC #8542
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runs well with
all versions
every printing — same card, different shelf price · click one to view it
{T}: Add {C}.
{3}, {T}: Venture into the dungeon. Activate only as a sorcery. (Enter the first room or advance to the next room.)
rulings
- 2021-07-23The player venturing into the dungeon chooses which dungeon they will venture into. They may choose a dungeon that they have already completed this game.
- 2021-07-23Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
- 2021-07-23You can only move forward (well, downward) in a dungeon, never backwards or sideways.
- 2021-07-23Dungeon cards are not part of a player's deck or sideboard. In both constructed and limited formats, players can use any dungeon card when they venture into the dungeon.
- 2021-07-23If 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.
- 2021-07-23Dungeons are removed from the game as a state-based action.
- 2021-07-23Moving into a dungeon room will cause its room ability to trigger.
- 2021-07-23Choosing the dungeon or room to venture into is part of resolving the venture into the dungeon keyword action. Once that choice is made, players may not respond until after the appropriate room ability has triggered.
- 2021-07-23A player may only have one dungeon in the command zone at a time.
- 2021-07-23To venture into the dungeon, a player moves their venture marker into the next room of the dungeon they are currently in. If they aren't currently in a dungeon, that player instead chooses a dungeon card from outside the game, puts it into the command zone, and moves their venture marker onto the first room.