Dungeon
Game terms · intermediate
A dungeon is a card type that lives outside your deck. You bring one into the game by venturing into it, and walk a marker down its rooms.
How it works
- Dungeon is a card type seen only on nontraditional Magic cards. [309.1]
- Dungeon cards begin outside the game and are not part of a deck or sideboard. They come into the game through the venture into the dungeon keyword action. [309.2]
- A player can own only one dungeon card in the command zone at a time, and can't bring in another while one is there. [309.3]
- Each dungeon card has a series of rooms connected by arrows. A venture marker on the card shows which room that player is in. [309.4] Venturing moves the marker down the rooms. [309.5]
Rules notes
- Dungeons are per-player: each player walks their own dungeon, and two players can be in different rooms of different dungeons at once.
- When a player's venture marker is on the bottommost room, and the dungeon isn't the source of a room ability that has triggered but not yet left the stack, its owner removes it from the game. This is a state-based action. [309.6]
- A player completes a dungeon as that dungeon card is removed from the game, which is what cards that care about completing a dungeon look for. [309.7]
- Because a completed dungeon leaves, the next venture starts a fresh dungeon of the player's choice.
Rule reference
[309.1] [309.2] [309.3] [309.4] [309.5] [309.6] [309.7]