Lista de cartas
U 0210 – AFR


No início de sua etapa final, se você fez com que um terreno entrasse no campo de batalha sob seu controle neste turno, aventure−se na masmorra. (Entre na primeira sala ou prossiga para a próxima.)
Criatura
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.