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午夜引路人

生物 ~人類/魔法師

由你操控的生物只能被傳奇生物阻擋。
每當由你操控的一個或數個生物對任一玩家造成戰鬥傷害時,深入地城。(進入第一個房間,或前進至下一個房間。)

2/3
standard future historic gladiator pioneer explorer modern legacy pauper vintage penny commander brawl alchemy paupercommander duel oldschool premodern
Rulings

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.
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.
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.
Moving into a dungeon room will cause its room ability to trigger.
A player may only have one dungeon in the command zone at a time.
Unblocked creatures with double strike deal damage twice, which will cause Midnight Pathlighter's last ability to trigger twice.
You can only move forward (well, downward) in a dungeon, never backwards or sideways.
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.
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.
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.
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.
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.
Moving into a dungeon room will cause its room ability to trigger.
A player may only have one dungeon in the command zone at a time.
Unblocked creatures with double strike deal damage twice, which will cause Midnight Pathlighter's last ability to trigger twice.
You can only move forward (well, downward) in a dungeon, never backwards or sideways.
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.
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.
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