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.
Kick in the Door
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.
Last observed on Scryfall 2 months ago at $0.20. Over the trailing 90 days the price moved between $0.01 and $0.49 across 815 observations. Cross-checked across TCGplayer, eBay sold, Cardmarket EU, and Star City.
This printing is one of 3 catalogued treatments from AFR — the lineup includes Foil and Nonfoil alongside the standard finish. Across our catalog the Rarix library tracks every variant in the same family so collectors can compare price, scarcity and demand inside a single lineage.
Card #153 of *Adventures in the Forgotten Realms*, the set that shipped alongside the July 2021 Adventures in the Forgotten Realms release.
Card type: Sorcery, color identity red, printed at common. Commons fill the bulk of a booster pack's volume. Mana cost: {R} (1 converted). Keyword abilities: Venture into the dungeon.
Legal across the major constructed formats — Modern, Legacy, Vintage, and Commander — plus Standard rotation play.
EDHrec ranks this card #11,850 in Commander, putting it in the fringe-play tier of the format's playable pool.
Illustrated by Justine Cruz. Rarix catalogs 157 other cards credited to this artist.
Magic: The Gathering · ™ & © Wizards of the Coast · Illus. Justine Cruz
Card data via Scryfall. Rarix is fan-made; not endorsed by the rights holders.




































