Adventures in the Forgotten Realms Promos (pafr) | ||
#237p ⸱ Rare ⸱ English |
![]() Variations : 2Parts : 5 | Triumphant Adventurer1 / 1 Deathtouch During your turn, this creature has first strike. Whenever this creature attacks, venture into the dungeon. (Enter the first room or advance to the next room.)
LegalitiesLegal Duel Penny Legacy Modern Pioneer Vintage Explorer Timeless Commander Gladiator Oathbreaker Not Legal Brawl Predh Future Pauper Alchemy Historic Standard Oldschool Premodern Standardbrawl Paupercommander RulingsChoosing 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.
A player may only have one dungeon in the command zone at a time.
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.
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.
Dungeons are removed from the game as a state-based action.
Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
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.
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.
Moving into a dungeon room will cause its room ability to trigger.
You can only move forward (well, downward) in a dungeon, never backwards or sideways.
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