Lista de cartas
C 0153 – AFR


Pon un contador +1/+1 sobre la criatura objetivo. Esa criatura gana la habilidad de prisa hasta el final del turno y no puede ser bloqueada por Muros este turno. Adéntrate en la mazmorra. (Entra en la primera sala o avanza a la siguiente.)
Hechizos
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.