Lista de cartas
C 0010 – AFR


A criatura equipada recebe +1/+1.
Toda vez que a criatura equipada atacar, aventure−se na masmorra. (Entre na primeira sala ou prossiga para a próxima.)
Equipar (: Anexe este equipamento à criatura alvo que você controla. Equipe somente como um feitiço.)
Artefato
Standard
Pioneer
Alchemy
Historic
Timeless
Historic Brawl
- 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.