Are Dungeon Cards Legal in Commander? A Comprehensive Guide
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Yes, dungeon cards are legal in Commander, though not in the way you might expect with traditional Magic: The Gathering (MTG) cards. They don’t go into your deck like your lands, creatures, or spells. Instead, they are accessed through the “venture into the dungeon” mechanic found on other cards. This unique implementation makes them a legal, albeit unconventional, part of the Commander format. The presence of cards with the “venture into the dungeon” ability in your deck effectively unlocks the use of these dungeon cards, making them an integrated part of the game. This legal status is a matter of the rules around the venture mechanic, which dictates that as long as cards that trigger the mechanic are legal, then the dungeons they access are legal too.
Understanding the Dungeon Mechanic
To understand the legality of dungeon cards, it’s crucial to know how they function. Dungeons are a special, non-deck card type introduced in the Adventures in the Forgotten Realms set. These dungeon cards aren’t shuffled into your library. Instead, they are placed in a separate zone, accessible when a card lets you “venture into the dungeon.” When you venture, you pick one of the dungeons available and begin exploring its rooms, triggering different effects with each step.
Dungeon Card Types
There are several distinct dungeon cards that you can explore. These include:
- Tomb of Annihilation: This dungeon presents a linear path with various challenges.
- Lost Mine of Phandelver: A dungeon with diverging paths, offering some choice in exploration.
- Dungeon of the Mad Mage: A more complex dungeon with multiple paths and a greater range of rewards.
- Undercity: This is a specific dungeon included in the Baldur’s Gate set, identified by its dungeon type.
Dungeon Cards and Commander
How to Use Dungeon Cards in Commander
As you play cards in your deck that have the text “venture into the dungeon”, the game mechanic allows you to pick a dungeon card you haven’t started or continue in one you already entered. This creates a fun experience where you choose to play the effects of each room of the dungeon. Dungeon cards aren’t in your deck, they are in a zone called the “command zone” during the game. You can access them when you have a card that ventures into the dungeon.
Legal by Proxy
The legality of dungeons in Commander hinges entirely on the legality of cards that use the “venture into the dungeon” mechanic. As long as those cards are permitted in the format, the associated dungeon cards are considered legal by proxy. This method of implementation allows for the inclusion of dungeon mechanics without disrupting the standard deck-building rules of Commander.
Not a Deck Inclusion
It’s vital to reiterate that dungeon cards are not included in your 100-card Commander deck. They function outside of your deck, accessible only via specific cards and the rules surrounding the venture mechanic. This distinction prevents the need for adjustments to deck size and traditional card inclusion rules.
Frequently Asked Questions (FAQs)
1. Is ‘Dungeon’ a Card Type?
Yes, Dungeon is a distinct card type within Magic: The Gathering, introduced with the Adventures in the Forgotten Realms set. It is a new type that doesn’t go into your main deck.
2. What is the Undercity?
Undercity is a specific dungeon card that has a dungeon type and appeared in Baldur’s Gate. It is one of the dungeons you can explore through the “venture into the dungeon” mechanic.
3. Are Forgotten Realms cards Standard legal?
Adventures in the Forgotten Realms was Standard legal in 2022. Sets legal in Standard 2022 were Zendikar Rising, Kaldheim, Strixhaven: School of Mages, and Adventures in the Forgotten Realms. However, Standard legality changes with new set releases.
4. What Happens When You Complete a Dungeon?
When you complete a dungeon, there are often beneficial effects triggered by cards that mention dungeon completion. After completion, you can choose to re-enter the same dungeon or begin a different one when the opportunity arises.
5. What is the Purpose of a Dungeon Card?
Dungeon cards serve several purposes, including:
- Allowing you to play cards for a discount.
- Allowing you to remove less effective cards for more desirable ones.
6. Why Are Some MTG Cards Banned?
Cards are usually banned when they enable a play style or combo that becomes overwhelmingly dominant or significantly skews the competitive landscape. A banned card might require opponents to either play it themselves or develop a strategy specifically to counter it.
7. Are Universes Beyond Cards Legal in Commander?
Yes, generally, cards from Universes Beyond are legal in Commander, with some exceptions. For example, Doctor Who cards are legal in Commander, Pauper, Legacy, and Vintage.
8. Are Heroes of the Realm Cards Legal in Commander?
Heroes of the Realm cards are legal in Commander but only if the person playing the card is the same person whose name is on the card.
9. Do Backgrounds Count as Commanders?
A Background can be your Commander and can be referred to as a commander. However, when a card references a “commander creature,” it’s only referring to legendary creature cards unless a Background is also a creature.
10. How Many Dungeons Are There in MTG?
There are three main dungeon cards in MTG: Tomb of Annihilation, Lost Mine of Phandelver, and Dungeon of the Mad Mage. Undercity is also a dungeon type and a dungeon to venture into.
11. Can MTG Cards be Used in D&D?
Yes, the Adventures in the Forgotten Realms set allows players to use MTG cards in a D&D tabletop RPG setting. Art cards can serve as monster references and basic lands can feature flavor text for gameplay.
12. Are Dungeon Keys Account-Based?
Dungeon Keys are indeed account-based. Each player needs to purchase a separate key to access specific dungeons. They cannot be game-shared.
13. What are Some Cards That Cannot be Used in Commander?
Several powerful cards are banned in Commander, including Primeval Titan, Erayo, Soratami Ascendant, Fastbond, Karakas, Tolarian Academy, Hullbreacher, Iona, Shield of Emeria, and Leovold, Emissary of Trest. These cards are banned due to their ability to create unbalanced situations.
14. Are Unfinity Cards Legal in Commander?
Many cards from Unfinity are legal in Commander provided they do not have an acorn stamp. Acorn-stamped cards are treated as “joke cards” and are not legal in the format.
15. What Are Some Reasons Cards are Banned in Commander?
Cards such as Dingus Egg have been banned previously for their ability to create game-breaking combos, and others like Tinker are banned for the ability to pull extremely powerful combos with low cost. Some cards such as the Mox cards are banned for the unbalancing effect of playing multiples in one turn.
Conclusion
While dungeon cards are not included in your Commander deck, they are a legal and unique aspect of the format. Accessed through the “venture into the dungeon” mechanic, these cards offer strategic depth and varied gameplay. Remember, the legality of dungeon cards is directly tied to the legality of cards that have the “venture into the dungeon” ability. Understanding these dynamics can elevate your Commander gameplay and enhance your enjoyment of the game.