This creature can't be blocked as long as it's attacking alone.
Whenever this creature deals combat damage to a player, venture into the dungeon. (Enter the first room or advance to the next room.)
Silent. Slithering. Sinister.
2/1
Legalities
tlrlegal
duellegal
brawllegal
pennylegal
PreDH
Rulings · 10
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
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.
Notes
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Moving into a dungeon room will cause its room ability to trigger.
wotc
You can only move forward (well, downward) in a dungeon, never backwards or sideways.
wotc
A player may only have one dungeon in the command zone at a time.
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
Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
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
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.