집중마법
생물을 목표로 정한다. 그 생물에 +1/+1 카운터 한 개를 올려놓는다. 그 생물은 턴종료까지 신속을 얻으며 이 턴에 벽에게 방어될 수 없다. 던전에 진입한다. (첫 번째 방에 들어가거나 다음 방으로 전진한다.)
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.
Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
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.
Dungeons are removed from the game as a state-based action.
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.
Moving into a dungeon room will cause its room ability to trigger.
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.
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.
You can only move forward (well, downward) in a dungeon, never backwards or sideways.
A player may only have one dungeon in the command zone at a time.