Fly

Enchantment — Aura

Enchant creature
Enchanted creature has flying and "Whenever this creature deals combat damage to a player, venture into the dungeon." (Enter the first room or advance to the next room.)
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standard future historic gladiator pioneer explorer modern legacy pauper vintage penny commander brawl alchemy paupercommander duel oldschool premodern
Rulings

Dungeons are removed from the game as a state-based action.
Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
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.
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.
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.
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.
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.
Dungeons are removed from the game as a state-based action.
Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
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.
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.
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.
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.
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.
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Value
0.11€


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