Are Dungeons Legal in Commander? A Comprehensive Guide
Fast answer first. Then use the tabs or video for more detail.
- Watch the video explanation below for a faster overview.
- Game mechanics may change with updates or patches.
- Use this block to get the short answer without scrolling the whole page.
- Read the FAQ section if the article has one.
- Use the table of contents to jump straight to the detailed section you need.
- Watch the video first, then skim the article for specifics.
The short and direct answer is: Yes, dungeons are legal in Commander. However, it’s crucial to understand how they are legal. You don’t include dungeon cards in your deck like regular spells, lands, or creatures. Instead, dungeons are brought into play via the “venture into the dungeon” mechanic. As long as cards with this mechanic are legal in the Commander format, dungeons are also considered legal by proxy. This unique mechanic introduces an exciting wrinkle to the format, allowing players to explore these dangerous locales and gain strategic advantages.
How Dungeons Work in Commander
Dungeon cards themselves reside in their own separate zone, outside of your deck. When a card instructs you to “venture into the dungeon,” you select a dungeon card that is not already being explored, place it face-up in the command zone, and put a marker on the first room on its track. When you “venture into the dungeon” subsequent times, you move that marker to the next room of the dungeon and resolve the effects of the new room. Each dungeon has a specific sequence of rooms, each triggering different effects. This offers a repeatable and strategic way to gain benefits throughout the game. It’s important to remember that you can’t have multiple instances of the same dungeon active in play at the same time.
Dungeons as a Mechanic
The “venture into the dungeon” mechanic introduces a layer of strategic depth to Commander. It’s not just about building a deck; it’s also about utilizing the dungeon effectively. Knowing when to venture and understanding which dungeon to activate can be the key to victory. Dungeons provide a repeatable form of value, similar to emblems or planeswalker ultimates, without taking up deck slots, and their unique effects can alter the course of the game.
Frequently Asked Questions (FAQs) About Dungeons in Commander
This section aims to delve deeper into the legality, mechanics, and strategy around dungeon cards in Commander.
1. What exactly are dungeon cards in Magic: The Gathering?
Dungeon cards are a special type of card introduced in the Adventures in the Forgotten Realms set. They aren’t part of a player’s deck but are brought into play by effects that instruct you to “venture into the dungeon”. They are explored in a specific order, with each room offering different effects or abilities.
2. Are there different types of dungeons?
Yes, there are multiple different dungeons, each with a unique set of rooms and effects. The initial set included dungeons like Dungeon of the Mad Mage, Lost Mine of Phandelver, and Tomb of Annihilation. Later sets have introduced other dungeons as well, including the Undercity from Commander Legends: Battle for Baldur’s Gate.
3. Does the Undercity count as a dungeon?
Yes, Undercity is indeed a dungeon. It’s the dungeon introduced in Commander Legends: Battle for Baldur’s Gate. This dungeon has its own distinct set of rooms and strategic implications and it was the first dungeon to have a subtype which is “dungeon type”
4. Can I have more than one dungeon at a time?
You can only explore one instance of a given dungeon at a time. This means that if you start exploring, for example, the “Dungeon of the Mad Mage” you cannot also use another ability to go down another copy of it until you finish the current one. You can, however, have multiple different dungeons active simultaneously (e.g., one player exploring the Dungeon of the Mad Mage and another the Lost Mine of Phandelver).
5. How do I get dungeon cards?
You don’t get dungeon cards in the same way you get regular cards. They are not included in boosters, pre-constructed decks, or your library. Dungeon cards are accessed when a card with the “venture into the dungeon” mechanic is played. The rules will tell you how to access them when they are relevant.
6. Are all cards with “venture into the dungeon” legal in Commander?
The majority of cards with the “venture into the dungeon” mechanic are legal in Commander. There have been no cards that would have this ability that were banned solely for this effect. If a card with this ability is banned, then the “venture into the dungeon” would be unavailable.
7. What happens if a card destroys a dungeon?
There are currently no cards that directly destroy dungeons. While they can be thought of as objects with their own zone, they are not targeted by destruction effects as if they were permanents. If, during the exploration of a dungeon, you get an effect that makes a room unable to trigger, it will have the specified impact, but you will still advance to the next room on the next venture into the dungeon. If a card is removed that was exploring a dungeon, the dungeon is simply placed back into its area and can be used again.
8. Does “venture into the dungeon” count as “playing a card”?
No, “venture into the dungeon” does not count as playing a card. It is a keyword action that triggers the movement in a dungeon. Some effects may trigger from actions, but if the action is not from a played card, it will not count.
9. Are dungeons overpowered in Commander?
While powerful, dungeons are generally considered balanced within the format. They provide value but are not overwhelming, as they require specific card effects to activate and are limited to one copy of each dungeon type in the game. The value of the dungeon is generally related to the specific deck you are playing.
10. Can my opponents interfere with my dungeon exploration?
Opponents cannot directly target your dungeon with card effects, though some effects will interact with your specific venture card and the ability to venture in the first place. Similarly, they can target effects that do have a direct result from the venture (like an effect from a completed dungeon room).
11. Do dungeons work in 2-Headed Giant Commander?
Yes, dungeons work in 2-Headed Giant Commander just as they do in regular Commander. All the rules related to dungeons remain the same, which makes them compatible with this format.
12. Are cards that reference dungeons or “venture into the dungeon” specifically good in Commander?
Yes, many cards that interact with dungeons or trigger the “venture into the dungeon” mechanic can be powerful in Commander. These cards allow for consistent value and repeatable effects throughout the game. Cards like Nadaar, Selfless Paladin and Ebondeath, Dracolich can be very useful due to this mechanic.
13. Can Backgrounds and Dungeons work together in Commander?
Yes! In fact, several Background cards directly synergize with the dungeon mechanic. While not all Backgrounds do this, if they specify that they benefit the mechanic or a particular venture card, they will function within those parameters.
14. What are some good strategies for using dungeons effectively in Commander?
A solid strategy includes having ways to venture often, using cards that get extra bonuses from completed rooms or dungeons, and choosing dungeons that synergize with your overall game plan. A good example would be decks with a graveyard focus that like to self-mill, which the Lost Mine of Phandelver supports.
15. Are there any specific commander decks that revolve around dungeons?
Yes, there are several Commanders that particularly benefit from the dungeon mechanic, such as Sefris of the Hidden Ways, which encourages using venture cards to bring out powerful creatures. Experiment with these cards and strategies to find what fits your style.
Conclusion
Dungeons are an interesting and strategic mechanic that adds variety to Commander games. While they aren’t part of your main deck, they significantly impact gameplay via the “venture into the dungeon” mechanic. Dungeons are indeed legal and add an exciting layer of strategy to Magic: The Gathering’s most popular format. Understanding how they work, which dungeons are available, and how to utilize them is key to taking full advantage of this fun mechanic in your next game!