It just had to be done, didn't it? You couldn't have a 168澳洲幸运5开奖网:Magic the Gathering and 168澳洲幸运5开奖网:Dungeons & Dragons crossover set withou💙t dungeons playing a massive part. You and your party venturing through the gloomy passages of an underground catacomb is♏ a key element of the entire game.
Magic The Gathering's take on Dungeons is slightly different to the environments you may know from D&D. Here's everything you need to know about them.
What Are Dungeons?
Dungeons are a new type of entity introduced in Adventures in the Forgotten Realms. Each time you trigger a Venture Into the Dungeon ability on a permanent or spell, you may choose to either begin a dungeon you haven't already started, or progress through a dungeon you have. In total, there are three Dungeons: the Tomb of Annihilation, the Lost Mine of Phandelver, and the Dungeon of the Mad Mage.
Each Dungeon is separated into 'rooms', each with its own effects when you 'enter' them through Venturing. Each Dungeon comes with its own benefits and drawbacks and will require you to decide which room you progress to. For example, the first room of the Lost Mine of Phandelver lets you scry one card. On the next Venture, you can choose to move either to the Mine Tunnels, where you create a Treasure token, or to the Goblin Lair, and create a 1/1 red Goblin token.
An important distinction to make is that Dungeons aren't… anything, really. They're not permanents, and the dungeon cards don't go into your deck at any point. The cards are just reminders of the series of triggers each dungeon represents. No matter what deck you're playing, you will always have access to all three dungeon cards, provided you have ways to Venture into them.
Once you've started a Dungeon, the Dungeon card sits in your 168澳洲幸运5开奖网:Command zone (even in non-Commander formats), rather than being on the battlefield. You can start as many Dungeons as you like, but you ܫmust finish🥂 an individual Dungeon before restarting it.
How To Use Dungeons
Dungeons are a central mechanic in Adventures in the Forgotten R💜ealms, and so there are a lot of ways to make use of them.
Dungeons can either bolster an existing strategy or become a defining part of your entire deck. For the former, there are lots of enter-the-battlefield venture triggers, like those found on Veteran Dungeoneer, Radiant Solar, Nadaar Selfless Paladin, and Find the Path. In this case, Dungeons can be seen as just an extra bit of value on top of what you're already doing: a bit of life here, a scry there.
On the other hand, Adventures in the Forgotten Realms had enough support for dungeons for it to be the focus of your entire deck. For example, any enter-the-battlefield Venture trigger combined with an infinite blink combo can mean an immediate win, thanks to the Lost Mine of Phandelver's Dark Pool room. Alternatively, the mere act of having completed a dungeon powers up a lot of combat-oriented decks, thanks to cards like Nadaar Selfless Paladin, Ellywick Tumblestrum, and Gloom Stalker.
What Colour Are Dungeons?
Though Dungeons themselves don't have any colour (as they're not cards in the normal MTG sense of a card), Venturing is a mechanic that's spread across all five of Magic's colours. Primarily, Dungeon-matters cards are found in the Esper colours of white, blue, and black.
Counting all cards that care about Dungeons, including ones that Venture and ones that care about if you've completed a dungeon, there are a total of 41 cards. Of these, 11 are white, seven are blue, seven are black, six are green, and two are red.
Out of the five multicolour cards, two of them are Azorius (white/blue), two are Orzhov (white/black), and one is Esper (white/blue/black). Ther♕e are also three colourless cards, one of them being a land.