Lista de cartas
U 0059 – AFR


Encantar criatura.
La criatura encantada tiene la habilidad de volar y "Siempre que esta criatura haga daño de combate a un jugador, adéntrate en la mazmorra". (Entra en la primera sala o avanza a la siguiente.)
Encantamiento
Estándar
Pionero
Alquimia
Histórico
Atemporal
Pelea histórica
- 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.