309. Dungeons

309.1. Dungeon is a card type seen only on nontraditional Magic cards.

309.2. Dungeon cards begin outside the game. Dungeon cards aren’t part of a player’s deck or sideboard. They are brought into the game using the venture into the dungeon keyword action. See rule 701.46, “Venture into the Dungeon.”

  • 309.2a If a player ventures into the dungeon while they don’t own a dungeon card in the command zone, they choose a dungeon card they own from outside the game and put it into the command zone.
  • 309.2b A dungeon card that’s brought into the game is put into the command zone until it leaves the game.
  • 309.2c Dungeon cards are not permanents. They can’t be cast. Dungeon cards can’t leave the command zone except as they leave the game.
  • 309.2d If an effect other than a venture into the dungeon keyword action would bring a dungeon card into the game from outside the game, it doesn’t; that card remains outside the game.

309.3. A player can own only one dungeon card in the command zone at a time, and they can’t bring a dungeon card into the game if a dungeon card they own is in the command zone.

309.4. Each dungeon card has a series of rooms connected to one another with arrows. A player uses a venture marker placed on the dungeon card they own to indicate which room they are currently in.

  • 309.4a As a player puts a dungeon they own into the command zone, they put their venture marker on the topmost room.
  • 309.4b Each room has a name. These names are considered flavor text and do not affect game play.
  • 309.4c Each room has a triggered ability called a room ability whose effect is printed on the card. They all have the same trigger condition not printed on the card. The full text of each room ability is “When you move your venture marker into this room, [effect.]” As long as a dungeon card is in the command zone, its abilities may trigger. Each room ability is controlled by the player who owns the dungeon card that is that ability’s source.

309.5. The venture into the dungeon keyword action allows players to move their venture marker down the rooms of a dungeon card.

  • 309.5a If a player ventures into the dungeon while they own a dungeon card in the command zone and their venture marker isn’t on that dungeon’s bottommost room, they move their venture marker from the room it is on to the next room, following the direction of an arrow pointing away from the room their venture marker is on. If there are multiple arrows pointing away from the room the player’s venture marker is on, they choose one of them to follow.
  • 309.5b If a player ventures into the dungeon while they own a dungeon card in the command zone and their venture marker is on that dungeon card’s bottommost room, they remove that dungeon card from the game. They then choose a dungeon card they own from outside the game and put it into the command zone. They put their venture marker on the topmost room.

309.6. If a player’s venture marker is on the bottommost room of a dungeon card, and that dungeon card isn’t the source of a room ability that has triggered but not yet left the stack, the dungeon card’s owner removes it from the game. (This is a state-based action. See rule 704.)

309.7. A player completes a dungeon as that dungeon card is removed from the game.