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Venture into the dungeon

38 commander-legal cards

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What it does

Venture into the dungeon takes you into one of three dungeon cards (Lost Mine of Phandelver, Dungeon of the Mad Mage, or Tomb of Annihilation) from outside the game. You place a venture marker on the first room, triggering its effect. Each subsequent venture moves the marker deeper, following the arrows, until you complete the dungeon—at which point you can start over from the top on your next venture. The key nuance: each player has their own dungeon and their own position in it. You only have one dungeon "in progress" at a time, but you can choose a different dungeon each time you start fresh. Completing a dungeon (reaching the final room) matters for cards that care about it, like Acererak the Archlich, who returns to hand when you complete Tomb of Annihilation. In Commander, venture is a slow value engine—repeated ventures across a long game accrue card draw, tokens, and removal, with Tomb's "death tunnel" enabling sacrifice-payoff loops.

Iconic cards with Venture into the dungeon

See all 38
Acererak the Archlich
Nadaar, Selfless Paladin
Radiant Solar
Thorough Investigation
Midnight Pathlighter
Sefris of the Hidden Ways
Yuan-Ti Malison
Dungeon Map
Dungeon Descent
Triumphant Adventurer
Fly
Bar the Gate
Barrowin of Clan Undurr
Eccentric Apprentice