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Wandering Troubadour magic the gathering card art
Adventures in the Forgotten Realms (afr)
#210 • uncommon • English • Foil

Wandering Troubadour
3
forest

Creature — Dragon Bard

At the beginning of your end step, if you had a land enter the battlefield under your control this turn, venture into the dungeon. (Enter the first room or advance to the next room.)

Illustrated by Rudy Siswanto
Links
View on Gatherer


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Rulings
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.
2021-07-23 • wotc
Moving into a dungeon room will cause its room ability to trigger.
2021-07-23 • wotc
Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
2021-07-23 • wotc
A player may only have one dungeon in the command zone at a time.
2021-07-23 • 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.
2021-07-23 • 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.
2021-07-23 • wotc
You can only move forward (well, downward) in a dungeon, never backwards or sideways.
2021-07-23 • wotc
Dungeons are removed from the game as a state-based action.
2021-07-23 • 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.
2021-07-23 • 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.
2021-07-23 • wotc
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