You can only move forward (well, downward) in a dungeon, never backwards or sideways.
2021-07-23
wotc
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.
2021-07-23
wotc
The player venturing into the dungeon chooses which dungeon they will venture into. They may choose a dungeon that they have already completed this game.
2021-07-23
wotc
Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
2021-07-23
wotc
Moving into a dungeon room will cause its room ability to trigger.
2021-07-23
wotc
If you somehow venture into the dungeon while a room's ability is on the stack, you will continue on in the dungeon. If you're already in the last room, complete that dungeon and start a new one.
2021-07-23
wotc
Dungeons are removed from the game as a state-based action.
2021-07-23
wotc
Dungeon cards are not part of a player's deck or sideboard. In both constructed and limited formats, players can use any dungeon card when they venture into the dungeon.
2021-07-23
wotc
Choosing the dungeon or room to venture into is part of resolving the venture into the dungeon keyword action. Once that choice is made, players may not respond until after the appropriate room ability has triggered.
2021-07-23
wotc
A player may only have one dungeon in the command zone at a time.
Format Legality
Standard
Not Legal
Future
Not Legal
Historic
Legal
Timeless
Legal
Gladiator
Legal
Pioneer
Legal
Modern
Legal
Legacy
Legal
Pauper
Not Legal
Vintage
Legal
Penny
Not Legal
Commander
Legal
Oathbreaker
Legal
Standardbrawl
Not Legal
Brawl
Legal
Alchemy
Not Legal
Paupercommander
Not Legal
Duel
Legal
Oldschool
Not Legal
Premodern
Not Legal
Predh
Not Legal
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