WotC Spoiler for Adventures in the Forgotten Realms: Dungeon Mechanics.

So saga's automatically move down their list of effects each turn, there's nothing specific you have to do to progress them. Dungeons being double-sided + monsters having to 'venture' into them probably means there are conditions necessary to 'complete' a dungeon and flip it over.
I remember the card effects progressed, but I can't remember if it was automatic or not. I saw it within the last year in the digital version.

The use of the definite article on the card seems to suggest "the dungeon" is something that is always present, like the battlefield and the graveyard, rather than only coming into play with a card though.

The "venture into the dungeon" effect doesn't seem to apply to a specific player or creature - presumably it affects all players?
 
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I remember the card effects progressed, but I can't remember if it was automatic or not. I saw it within the last year in the digital version.

The use of the definite article on the card seems to suggest "the dungeon" is something that is always present, like the battlefield and the graveyard, rather than only coming into play with a card though.

Prerelease packs come with 3 double-sided dungeon cards, so it certainly involves a card in some way.
 

Prerelease packs come with 3 double-sided dungeon cards, so it certainly involves a card in some way.
I would guess a dungeon card is in play at the start, rather than being played from someone's deck. It does nothing until it is "ventured into". When it is completed, presumably by one player or the other, another one is placed in play.
 

I would guess a dungeon card is in play at the start, rather than being played from someone's deck. It does nothing until it is "ventured into". When it is completed, presumably by one player or the other, another one is placed in play.

Possibly, but being a standard legal set makes that less likely in my mind. But it is territory the designers want to play in.
 

Possibly, but being a standard legal set makes that less likely in my mind. But it is territory the designers want to play in.
I can see why the cards not belonging to either player's deck would be problematic, but the wording on the OP card doesn't make any sense if there is no dungeon played yet.
 

I can see why the cards not belonging to either player's deck would be problematic, but the wording on the OP card doesn't make any sense if there is no dungeon played yet.

Rosewater has mentioned they've tried and failed to make cards that aren't controlled by either player. The dungeon cards have to belong to someone. They have to come out of one of the player's sideboards.
 

Rosewater has mentioned they've tried and failed to make cards that aren't controlled by either player. The dungeon cards have to belong to someone. They have to come out of one of the player's sideboards.
Then what do you think would happen if someone played Cloister Gargoyle when there was no dungeon card in play?
 

Aren't they likely to be similar to the quest (?) cards in the Theros set?

What strikes me, as someone who only occasionally dabbles in MtG is the use of the word "the". It seems to imply that there is only ever one dungeon, and there is never no dungeon in play.
There might be. Perhaps there is one "dungeon" and the dungeon cards are basically rooms within it that you encounter when you venture there. Or maybe both players contribute one dungeon card at the beginning of the game and that creates "the dungeon" that they both venture to.
 

If this is a Standard (capitalized for intent) set you have to keep in mind 2 things.

It needs to be draft and sealed ready.
It needs to not be crazy complex.

If it's Standard, they will likely be special lands, with condition to clear them.
 

Then what do you think would happen if someone played Cloister Gargoyle when there was no dungeon card in play?
A (or perhaps the) dungeon card comes into play, and you do whatever the keyword action “venture [into it]” means.

This is why I suspect dungeon cards will not go into the deck, but rather sit outside the game somewhere (perhaps the command zone, the sideboard, or it’s own separate deck of dungeon cards) until brought into play by someone Venturing.
 

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