Wizards of the Coast (WotC) introduced the new dungeon card type today on Daily MTG, breaking down the first new mechanic from Adventures in the Forgotten Realms.
Dungeons are a new card type in Magic that don’t go in your deck or anywhere on the battlefield when being played, but instead live outside of the game and inside the Command Zone when in use. There are three dungeons coming in Adventures in the Forgotten Realms — take a look at Lost Mine of Phandelver, Tomb of Annihilation, and Dungeon of the Mad Mage.
Every player has access to all three dungeons and unlike companions, they don’t take up sideboard slots for your constructed deck. While they are a new card type, counting them for delirium or cards like Tarmogoyf won’t matter because they won’t go to a graveyard. So, how do you play with and use dungeons? Let’s venture on it, shall we?
Cards in Adventures in the Forgotten Realms will have the keyword action: venture into the dungeon. If you’re not in a dungeon, pick one of the three dungeons and place it in the Command Zone with a marker or counter on the top most room on the dungeon and trigger the ability from the room. Once you have an active dungeon, further venture into the dungeon actions will move your marker one level down in the dungeon, once again triggering the room ability. Some levels allow you to choose a path to go, giving you multiple options for the next trigger. You can’t start a new dungeon until you complete your current dungeon. As of Adventures in the Forgotten Realms, there are no cards that interfere or interact with your marker in the dungeon or dungeons themselves.
You can only do deeper down into a dungeon, so there’s no going back to getting a certain room trigger again. Once you reach the last room and triggered ability resolves, the dungeon is removed from the Command Zone and goes back to outside of the game. This effect is called completing the dungeon. Cards in Adventures in the Forgotten Realms will care about you completing a dungeon and will offer you a reward or bonus for doing so at any point in the game, whether the card was on the battlefield when you completed the dungeon or not.
The other advantage you get from completing a dungeon is the next time you venture into the dungeon you get to choose a new dungeon of the three or go back to the same dungeon for more loot.
What do you think of dungeons? Are they good enough for Constructed or will they mainly show up in Limited?
Read the original article from Daily MTG.