Reach
Pack tactics — Whenever this creature attacks, if you attacked with creatures with total power 6 or greater this combat, venture into the dungeon. (Enter the first room or advance to the next room.)
2/3
Legalities
tlrlegal
duellegal
brawllegal
pennynot legal
PreDH
Rulings · 10
wotc
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.
wotc
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.
wotc
Dungeons are removed from the game as a state-based action.
Notes
Vault entries gain a personal note when you add this card to your binder — pull location, sleeve type, trade history. Sign in to start tracking.
You can only move forward (well, downward) in a dungeon, never backwards or sideways.
wotc
Moving into a dungeon room will cause its room ability to trigger.
wotc
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.
wotc
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.
wotc
Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
wotc
A player may only have one dungeon in the command zone at a time.
wotc
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.