Cards List
C 0153 – AFR


Put a +1/+1 counter on target creature. That creature gains haste until end of turn and can't be blocked by Walls this turn. Venture into the dungeon. (Enter the first room or advance to the next room.)
Sorcery
Standard
Pioneer
Alchemy
Historic
Timeless
Historic Brawl
- 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.