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

It's two keywords: "Dungeon" for the new card type, and "Venture" for how we interact with them (which remains a mystery). Very old school D&D sounding, intrigued to find out about actual mechanics. We now know Dungeon cards are something that can be completed, after a venture (worth noting that adventure, key yo the name of the Set, is literally "venture into").

I think Charlaquin is right, it's actually a Keyword action like Amass/Scry/Surveil, not a Keyword ability like say Haste/Double Strike/Life Link/Death Touch. The first describes a particular action the card takes, and the other describes an always on ability.

So Venture Into the Dungeon and Complete a Dungeon are Keyword Actions that occur or have occurred.

Dungeon is likely just a new Card type or super type or subtype.
 

log in or register to remove this ad

Right.

I mean, that’s my speculation, anyway. It reads like a keyword action to me.

Reading up on the differences between between Keyword Actions and Keyword Abilities I agree, it's a particular action or reaction to an event as opposed to a ability the card possesses. It doesn't read like say Lifelink or Deathtouch or Haste or Double Strike.
 

I think Charlaquin is right, it's actually a Keyword action like Amass/Scry/Surveil, not a Keyword ability like say Haste/Double Strike/Life Link/Death Touch. The first describes a particular action the card takes, and the other describes an always on ability.

So Venture Into the Dungeon and Complete a Dungeon are Keyword Actions that occur or have occurred.

Dungeon is likely just a new Card type or super type or subtype.
Yeah, it reads exactly like “assemble a contraption” to me, which when they eventually made a thing, contraptions were a special type of card that existed in their own separate deck, and “Assemble” was a keyword ability that told you to put a contraption card into play (on a special slot called a sprocket) from your contraption deck.

I assume dungeons will be a type of card that either sits in a special deck, or just outside the game, and “venture” will be a keyword ability that means you put a dungeon card into play and follow whatever instructions that card has. Once you’ve completed all the instructions on the dungeon card, you’ll be considered to have “completed” (another keyword ability) the dungeon.
 

Yeah, it reads exactly like “assemble a contraption” to me, which when they eventually made a thing, contraptions were a special type of card that existed in their own separate deck, and “Assemble” was a keyword ability that told you to put a contraption card into play (on a special slot called a sprocket) from your contraption deck.

I assume dungeons will be a type of card that either sits in a special deck, or just outside the game, and “venture” will be a keyword ability that means you put a dungeon card into play and follow whatever instructions that card has. Once you’ve completed all the instructions on the dungeon card, you’ll be considered to have “completed” (another keyword ability) the dungeon.
One of the more plausible speculation that I saw was something like a TDFC with a Saga that turns into an Artifact after completion. It certainly looks to be the big splashy mechanic of the Set.
 



Huh. I'm of two minds on this, assuming the dungeon cards form either a separate deck (like contraptions) or sit in your sideboard (like Lessons and Companions).

For limited, sounds like a lot of fun and I'm always into new ways to play. I'd love to "draft the dungeon deck".

But my preferred Constructed format is EDH/Commander, and we don't allow sideboards as a general rule (though they let in Companions, which stuck in my craw) and contraptions are a grey area (I think having a contraption deck is legal, but all the cards that can access them are illegal silver border cards), I'd hate another swath of the set be unusable. The Lesson/Learn mechanic from Strixhaven tried to offset the Commander issues, but all the cards are pretty lackluster without sideboarding.
 

Huh. I'm of two minds on this, assuming the dungeon cards form either a separate deck (like contraptions) or sit in your sideboard (like Lessons and Companions).

For limited, sounds like a lot of fun and I'm always into new ways to play. I'd love to "draft the dungeon deck".

But my preferred Constructed format is EDH/Commander, and we don't allow sideboards as a general rule (though they let in Companions, which stuck in my craw) and contraptions are a grey area (I think having a contraption deck is legal, but all the cards that can access them are illegal silver border cards), I'd hate another swath of the set be unusable. The Lesson/Learn mechanic from Strixhaven tried to offset the Commander issues, but all the cards are pretty lackluster without sideboarding.
Considering that one if the Commander Precons is called "Dungeons of Death," My suspicion is that however these cards work is Commander friendly.
 

Huh. I'm of two minds on this, assuming the dungeon cards form either a separate deck (like contraptions) or sit in your sideboard (like Lessons and Companions).

For limited, sounds like a lot of fun and I'm always into new ways to play. I'd love to "draft the dungeon deck".

But my preferred Constructed format is EDH/Commander, and we don't allow sideboards as a general rule (though they let in Companions, which stuck in my craw) and contraptions are a grey area (I think having a contraption deck is legal, but all the cards that can access them are illegal silver border cards), I'd hate another swath of the set be unusable. The Lesson/Learn mechanic from Strixhaven tried to offset the Commander issues, but all the cards are pretty lackluster without sideboarding.
Frankly, I think Commander should allow for an “outside the game” zone of a certain number of cards. Would it make Wishes too powerful? Maybe. If so, you could ban them. It’s not like that’s meaningfully different than them having no effect in Commander at all.
 


Remove ads

Top