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Moxonomy

Dungeon Descent

Land

Ventures usually arrive attached to a spell or a creature's arrival trigger, one advance and gone. Bolting the mechanic to a land turns it into an engine, but the tax is deliberately steep: four mana, the land's own tap, and an untapped legendary creature bent to the crawl, restricted to sorcery speed. That legendary-creature clause is the hinge. It steers venture into a deck already committed to a specific commander or legend rather than a wide token shell, and it forces a real choice, because the same body could be attacking, blocking, or crewing instead of walking a dungeon. The land enters tapped and produces only colorless, so it earns its keep quietly at first, doing ordinary mana-base work while the board fills out. The reward comes over the game's arc: each activation is one room advanced, one small edge accrued, dungeon completion assembled turn by turn rather than delivered in a single burst. What the card actually proposes is venture as a manabase decision, a permanent that occupies a colorless slot until the game stabilizes enough to spare a legend and four mana, at which point the dungeon becomes a second axis the deck runs alongside its lands.

Dungeon Descent (afr)
AFR · #352rare
Pricing
Normal: $0.43
Foil: $1.51
Oracle Text

Rules text

This land enters tapped. Tap: Add Colorless mana. 4 generic mana, Tap, Tap an untapped legendary creature you control: Venture into the dungeon. Activate only as a sorcery. (Enter the first room or advance to the next room.)
Legalities

Format Status

Standard
N/A
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
Brawl
N/A
Historic
N/A
Alchemy
N/A
Timeless
Legal
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
N/A
PreDH
N/A
Pauper Commander
N/A
Oathbreaker
Legal
Gladiator
Legal
Penny Dreadful
Legal
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
Legal
Printings elsewhere

Other printings

3 sets
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