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Dungeon Descent
Land
This land enters tapped. {T}: Add {C}. {4}, {T}, Tap an untapped legendary creature you control: Venture into the dungeon. Activate only as a sorcery. (Enter the first room or advance to the next room.)
Mana value
0
Printings
From
$0.29
EDHREC rank
#8879
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Formats
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Rulings
23 Jul 2021
A player may only have one dungeon in the command zone at a time.
23 Jul 2021
Dungeon 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.
23 Jul 2021
Moving into a dungeon room will cause its room ability to trigger.
23 Jul 2021
Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
23 Jul 2021
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.
23 Jul 2021
The player venturing into the dungeon chooses which dungeon they will venture into. They may choose a dungeon that they have already completed this game.
23 Jul 2021
To 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.
23 Jul 2021
You can only move forward (well, downward) in a dungeon, never backwards or sideways.
23 Jul 2021
Choosing 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.
23 Jul 2021
Dungeons are removed from the game as a state-based action.

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