+1: Venture into the dungeon. (Enter the first room or advance to the next room.)
−2: Look at the top six cards of your library. You may reveal a creature card from among them and put it into your hand. If it's legendary, you gain 3 life. Put the rest on the bottom of your library in a random order.
−7: You get an emblem with "Creatures you control have trample and haste and get +2/+2 for each differently named dungeon you've completed."
[4]
Legalities
tlrnot legal
duellegal
brawlnot legal
pennylegal
PreDHnot legal
Rulings · 12
wotc
A player may only have one dungeon in the command zone at a time.
wotc
The emblem grants trample and haste even if you haven't completed a dungeon.
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.
Notes
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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
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
Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
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.
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
Dungeons are removed from the game as a state-based action.
wotc
Ellywick Tumblestrum's last ability counts all dungeons you've completed, whether they were completed before or after the emblem was created.
wotc
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.