

#Forgotten realms mtg full
The full text of each room ability is “When you move your venture marker into this room, ” As long as a dungeon card is in the command zone, its abilities may trigger. They all have the same trigger condition not printed on the card.
#Forgotten realms mtg series
Each dungeon card has a series of rooms connected to one another with arrows. A player can own only one dungeon card in the command zone at a time, and they can’t bring a dungeon card into the game if a dungeon card they own is in the command zone. 309.2d If an effect other than a venture into the dungeon keyword action would bring a dungeon card into the game from outside the game, it doesn’t that card remains outside the game.Dungeon cards can’t leave the command zone except as they leave the game. 309.2c Dungeon cards are not permanents.309.2b A dungeon card that’s brought into the game is put into the command zone until it leaves the game.309.2a If a player ventures into the dungeon while they don’t own a dungeon card in the command zone, they choose a dungeon card they own from outside the game and put it into the command zone.

See rule 701.46, “Venture into the Dungeon.”

They are brought into the game using the venture into the dungeon keyword action. Dungeon cards aren’t part of a player’s deck or sideboard. Dungeon is a card type seen only on nontraditional Magic cards. That dungeon type is Undercity.įrom the Comprehensive Rules (April 14, 2023- March of the Machine)

Removing it from the game results in you completing the dungeon. After the final room ability resolves or otherwise leaves the stack, the dungeon is removed from the game. When moving to the next room, follow the arrows down the card. You can't start a new dungeon until you complete the one you're in. The next time you venture into the dungeon, you'll move to the next room. These abilities all read "When you enter this room. Every time you enter a room, including the first room, its room ability triggers. 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. This can be the effect of a spell, an activated ability, or a triggered ability. Several traditional Magic cards instruct the player to venture into the dungeon. The way to bring dungeons into the game in Forgotten Realms was a new keyword action: venture into the dungeon. You always have access to all three dungeons, and you'll never need more than one of the same one. In games held under tournament conditions, "cards from outside the game" means cards from your sideboard, but dungeons don't take up sideboard slots. They start outside the game and are played in the command zone. They are actual cards, but they don’t go in your deck. Dungeons are like Planes and Conspiracies during the game.
