dndafr1
24, Jun, 21

Venture Into The Dungeon Is The Most Innovative Mechanic in Magic: the Gathering

Share
Article at a Glance

When Dungeons & Dragons Adventures in the Forgotten Realms was announced as the first ever Magic: the Gathering cross over set, the amount of anticipation was very high for the flavor, cards, and mechanics in the set. With each and every new spoiler card that was released, the hype for the set kept building, and now with the official start of preview season, we now know one of the most exciting mechanics of the set: Venture into the Dungeon.

Dungeon Cards

Dungeons are a new card type in Adventures in the Forgotten Realms. There are only 3 of them in this set, and they act similar fashion to contraption cards from Unstable. These cards start outside of the game, and do not take up any sideboard slots. When you venture into a dungeon, one will be selected from outside the game, and placed in the command zone where you can track your progress through said dungeon.

Venture Into The Dungeon

‘Venture into the Dungeon’ is a new key phrase in this set. When you play a card with this ability, you will either start a new dungeon, or progress into the next room of the dungeon you’re already on and you can only be in 1 dungeon at a time. We got a few previews of cards that have this ability.

The first time you venture into the dungeon, pick a dungeon, and you’ll “enter the first floor” at the top of the card. Each time you enter a floor, you’ll trigger an ability of that floor. What’s cool here is that you have a choice of which rooms you want to enter as you progress further down the card, depending on what’s happening in the game. Do I need a treasure token to ramp me further, or do I need a goblin token to block for me? Eventually you’ll make your way to the bottom floor of the card, and once that room’s ability resolves, the dungeon is removed from the game, and you have now “completed a dungeon”.

RELATED: MTG Arena Adventures in the Forgotten Realms Mastery Pass Reveals 6 New Card Names

Completion Benefits

Completing dungeons has its perks! Aside from getting the incredible rewards that each dungeon provides in it’s final floor, there are cards that care about whether or not you’ve completed a dungeon, or even how many dungeons you’ve completed. Cards that care about you completing a dungeon don’t need to be in play when you finish the dungeon, it will gain the completion benefits even if it’s played later in the game. Additionally, once a dungeon is finished, you can go and venture into a new dungeon! You can go back into the same dungeon you just finished, or start an entirely different one!

We’ll have to wait and see how good overall the mechanic is, which we can gauge by how good the cards with “venture into the dungeon” are, but either way this mechanic is the most innovative mechanic that we’ve seen in a Magic: the Gathering set ever. It’s incredibly flavorful, and should be a ton of fun to play! Are you excited for this awesome new mechanic? Let us know in the comments!

READ MORE: 3 Of The Most Exciting Things We Can Expect in Adventures in the Forgotten Realms

Adventures in the Forgotten Realms is set to release on July 23rd on tabletop, and a week before on Magic Online and Magic Arena. Preview season is set to begin this week, and you can find all the new spoilers in our Spoiler Gallery. You can also preorder Adventures in the Forgotten Realms products now!

*MTG Rocks is supported by its audience. When you purchase through links on our site, we may earn an affiliate commission. Learn more
BROWSE
[the_ad id="117659"]