309. Dungeons
Rules in this chapter
- 309.1 Dungeons Dungeon is a card type seen only on nontraditional Magic cards.
- 309.2 Dungeons Dungeon cards begin outside the game. Dungeon cards aren’t part of a player’s deck or sideboard. They are brought into the game using the venture into the dungeon keyword action…
- 309.3 Dungeons 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.
- 309.4 Dungeons Each dungeon card has a series of rooms connected to one another with arrows. A player uses a venture marker placed on the dungeon card they own to indicate which room they are…
- 309.5 Dungeons The venture into the dungeon keyword action allows players to move their venture marker down the rooms of a dungeon card.
- 309.6 Dungeons If a player’s venture marker is on the bottommost room of a dungeon card, and that dungeon card isn’t the source of a room ability that has triggered but not yet left the stack…
- 309.7 Dungeons A player completes a dungeon as that dungeon card is removed from the game.