Dungeon

Dungeon is a card type introduced in Dungeons & Dragons: Adventures in the Forgotten Realms. It is only seen on nontraditional Magic cards. They do not have a Magic back, and they don't get shuffled into or drawn from your library. 
==Description==
Dungeons are like Planes and Conspiracies during the game. They are actual cards, but they don’t go in your deck. They start outside the game and are played in the command zone. In games held under tournament conditions, "cards from outside the game" means cards from your sideboard, but dungeons don't take up sideboard slots. You always have access to all three dungeons, and you'll never need more than one of the same one.
==Forgotten Realms==
The way to bring dungeons into the game in Forgotten Realms was a new keyword action: venture into the dungeon. Several traditional Magic cards instruct the player to venture into the dungeon. This can be the effect of a spell, an activated ability, or a triggered ability.
If you venture into the dungeon while you don't have any dungeons in the command zone you put the dungeon of your choice into the command zone and put a venture marker on the first room, at the top. Every time you enter a room, including the first room, its room ability triggers. These abilities all read "When you enter this room, [the effect printed in the room]." 
The next time you venture into the dungeon, you'll move to the next room. You can't start a new dungeon until you complete the one you're in. When moving to the next room, follow the arrows down the card. After the final room ability resolves or otherwise leaves the stack, the dungeon is removed from the game. Removing it from the game results in you completing the dungeon. When you complete a dungeon certain cards receive a bonus. 
The next time you venture into the dungeon, you can choose the very same dungeon you were just in or you can head into a new one.
==Baldur's Gate==
The next Dungeons & Dragons crossover set, Commander Legends: Battle for Baldur's Gate brought back Dungeons. This time, the Undercity Dungeon was activated by the Initiative mechanic. 
The Forgotten Realms Dungeons did not make a return. If you venture into the dungeon using a card from Forgotten Realms, you can't choose to start the Undercity dungeon. However, if you're already in the Undercity dungeon, you will move your marker to the next room in Undercity.
===Baldur's Gate Wilderness===
A May 2024 Draft Event for the set featured , an oversized dungeon especially created for the event. The card roughly outlines the locations that a player would progress through in Baldur's Gate 3''. 
According to Matt Tabak, this is not really a Magic card like other dungeons are, and it’s not legal in Constructed formats.
==List==
There were three different Dungeons in Forgotten Realms.
* <c>Lost Mine of Phandelver</c> (the regular option)
* <c>Dungeon of the Mad Mage</c> (slower, but with a bigger reward)
* <c>Tomb of Annihilation</c> (faster but riskier)
Baldur's Gate features only one Dungeon, which has a subtype; this subtype is called a dungeon type. That dungeon type is Undercity.
* <c>Undercity</c>
==Rules==
==Rulings==
*Dungeon cards begin outside the game, and can only be brought into the game by cards that say "venture into the dungeon."
*The player venturing into the dungeon chooses which dungeon they will venture into.
**Each dungeon has a single owner; even if two players are venturing through two dungeons with the same name, each of them owns a separate dungeon card.
*Dungeon cards are not part of a player's deck or sideboard. Players can use any dungeon they own.
*You can only move forward (downward) in a dungeon, never backwards or sideways.
*Dungeons are removed from the game as a state-based action.
*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.
*Whenever a player ventures into the dungeon, no player can respond until after that player has selected which dungeon to enter and its first room ability has triggered.
*If a player's dungeon is destroyed with , that dungeon and its venture marker are removed from the game. Nothing prevents its owner from venturing into that dungeon again if another spell or ability instructs them to, though they would have to start from the topmost room again.
==Trivia==
*Although Dungeon is a card type, that word doesn’t appear as such on the cards themselves.
*In the information below the text box the Dungeons are marked with a T, meaning that they have the same distribution as tokens. For game play they aren’t tokens.
*You don’t draft dungeons, nor do they need to be in your sealed deck card pool.
*The three AFR dungeons are AFR cards and were legal in formats AFR is legal in. Any future dungeons will belong to whatever set they’re in.
*AFR prerelease packs feature foil double-sided Dungeon cards with tokens on the backside.
*The AFR bundle features oversized versions of the three original Dungeons .
*The CLB bundle features an oversized Undercity.
==Gallery==
File:AFR Dungeons.png|The three dungeons that were first released.
File:Undercity dungeon.jpg|Undercity dungeon used as part of the Initiative.
File:Baldurs Gate Wilderness.png|The unofficial "Baldur's Gate Wilderness" dungeon shared by players in the Battle for Baldur's Gate draft event, celebrating 50 years of D&D.
==References==