Cards List
U 0191 – AFR


Reach
Pack tactics — Whenever this creature attacks, if you attacked with creatures with total power 6 or greater this combat, venture into the dungeon. (Enter the first room or advance to the next room.)
Creature
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.