Kartenliste
R 0255 – AFR


Der Gewölbe−Eingang kommt getappt ins Spiel.
: Erzeuge .
, , tappe eine ungetappte legendäre Kreatur, die du kontrollierst: Wage dich ins Gewölbe. Aktiviere diese Fähigkeit wie eine Hexerei. (Betritt den ersten Raum oder rücke in den nächsten Raum vor.)
Land
Standard
Pionier
Alchemie
Historisch
Zeitlos
Historisches Kartenchaos
- 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.
- Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.