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Moxonomy

Dungeon Map

Artifact3 generic mana

A mana rock with a second job stapled to it, and the second job is what makes the design tick. Venturing is the reason to run this over any other three-mana ramp piece: a colorless artifact fits any deck, and the shortest dungeon it can open (Lost Mine of Phandelver, quick enough to complete inside a single game's worth of activations) converts each surplus turn into scry, a body, and a hit of value. The tap-and-three-mana price on the venture ability is deliberate friction: progress is meant to be bought room by room, not dumped out all at once, so you keep returning to the artifact rather than resolving the whole crawl in one motion. What it really solves is the mechanic's biggest structural problem. Most venture triggers are welded to a specific creature or spell you might not want to cast; this hands the crawl to anything that can spare three mana a turn, no build-around required. The order of operations is telling: the mana ability keeps the artifact earning its slot early, ramping into your real spells, and once you have mana to burn the venture ability becomes the sink, turning idle turns into a repeatable engine. As a way to bolt an entire subsystem onto a color-agnostic body, it is the cleanest venture enabler the mechanic produced.

Dungeon Map (afr)
AFR · #242uncommon
Pricing
Normal: $0.28
Foil: $0.28
Oracle Text

Rules text

Tap: Add Colorless mana. 3 generic mana, Tap: 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
Legal
Historic
Legal
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
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
Legal
TLR
Legal
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