Lista de cartas
C 0010 – AFR


La criatura equipada obtiene +1/+1.
Siempre que la criatura equipada ataque, adéntrate en la mazmorra. (Entra en la primera sala o avanza a la siguiente.)
Equipar . (: Anexa este Equipo a la criatura objetivo que controlas. Activa la habilidad de equipar como un conjuro.)
Artefactos
Estándar
Pionero
Alquimia
Histórico
Atemporal
Pelea histórica
- Dungeons are removed from the game as a state-based action.
- 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.