Whoever editted and did post-production/visualisation on this video - you did some great work! The sound, the dripping ceiling in the background, and the lighting from each room on the dungeon card flooding through doorways. Absolutely gorgeous. Thank you.
@@zagqueenofchaos8352 No, they're nothing like sagas. The good sagas are being played because they don't require you to build a deck around them and just independently provide you with great effects. With dungeons, you always need to build your deck around them to reap some sort of benefit, which is frankly, not a lot. It's the same reason why the party mechanic doesn't see any play.
so it's kind of like a Saga - but there are some choices and the equivalent of lore counters have to be placed with triggers instead of being placed automatically each upkeep.
Sagas were initially supposed to be this way, where you'd only go to the next part of the saga when you had fulfilled the right conditions. I think this is the other part of the original saga design come to life
@@plumokin5535 Personally, I love the fact that Sagas didn't end up that way. The upkeep trigger on subsequent chapters is far more reliable than requiring the venture mechanic. Unless your deck is stuffed full of cards that let you venture(which also brings up the question of whether or not these cards are going to be any good outside of this mechanic), depending on the build of the deck, you may not even complete a full dungeon before the end of the game. Maybe if dungeon cards get released that are particularly strong for control decks it could be an interesting angle to take since they are better equipped to force the long-game. At this point, we have a lot more to learn about the mechanic and which cards will provide it. I'm guessing there's not going to be much of a middle ground with this one, love it or hate it. 😅😂
The "venture into the dungeon" effect had better be printed everywhere for this to work, this is like a Saga with 6-7 effects but unlike sagas which always trigger on your upkeep, dungeons need extra cards enabling them, so this sounds like it could be a painfully slow process, and then you have stuff that triggers upon completion of a dungeon so either they have the effect all over the set, or most dungeons won't proceed beyond the first 3 rooms or so.
@@victorcarrillo2151 I’m a DM a thank you very much lol. Just saying that from a gameplay perspective, it makes sense right now for the card to work quickly, when the current standard format is really fast-paced, and full of aggro. Otherwise the only people who would play this is control
It's very "parasitic" as they call it, at first glace; something they were supposed to stop doing. So we'll have to see what they have planned to change that. Mechanics like Mutate are perfect because they exist in one set, but work with anything. This is... weird unless they plan on supporting it in the future.
You had me scared at how free this looked by not even taking a sideboard slot, but it looks more learn than companion and I loved learn so bring it on!
The weird thing to me is that you have access to all dungeons (at the start). No drawback whatsoever to having all three. This means that if this mechanic ever gets reprinted, it will become immediately stronger with options. The mechanic itself grants a lot of choice over small details. Sounds like a fun mechanic. Flavorful too.
They definitely wouldn’t show all the dungeons in a video explaining the mechanic, these are probably just a few simple dungeons to help people understand
Seriously...I'm really excited for this. I love this new way to play. Unfortunately, I feel as though this aspect of the game is only going to last in just this set, but it is a breath of fresh air.
doesn't sound like a permanent, maybe they will explain more if you can bounce or destory/exile em. Said you could counter the room effect. once completed they are removed from game, are repeatable (so no real reason to burn a removal on one when they can just go back to the dungeon again)
@@carsonperry6443 yeah I said that they have the T for token type. So that's their slot in the packs. But how they are interactive with the board state is as yet to be fully explained. Curious if they are in the dungeon of death commander precon. Wouldn't think commander council will ban them. But who knows. I did see one planeswalker who looks scary af with dungeons. So I'm def looking forward with dungeon focused play
With games being done in less than 5 turns sometimes... Winota etc this seems fun but not going to see play and that makes me so sad. Especially with the state of how daily wins etc are in Arena.
This is a legit amazing mechanic. Basically super sagas attached to the cards normally in your deck that adds choices to the game. Dangerous to add to the mechanic but definitely something that could have MANY applications
The power level of the dungeons seems to be pretty low in the first couple of rooms, I don't now if there will be more, but they don't seem to have rarities so I expect this kind of power level for all of them. Which will keep the mechanic in check. But it'll depend on how easy "venture into the dungeon" will be.
My question is: Do we need the actual dungeon card when venturing into dungeon at "official" game? Or just like a token/emblem that doesn't need actual card to play? Then how about in "draft"? Should we get at least one random dungeon on each booster? Or if we don't get any dungeon during draft, venturing into dungeon will do nothing?
Looks interesting, but I hope the lineup will include more than just standard stone brick dungeons. Could be difficult since the card has to fit so much text and so many rooms but maybe they’ll sprinkle in some foliage or puddles to fill in some negative space
If they proceed to make Dungeons into future additions, will Dungeons become the new Planeswalker type? (At least 1 printed every set?) Will Venture eventually become an evergreen keyword to keep supporting this mechanic? Will there be a mechanic to push back a player to a previous room within a dungeon?
what's scarier than a graveyard? A graveyard in a dungeon. Personally, I would say dungeons would be better where you may have some negative impact or even the possibility (via 6-sided dice roll).
So this is a new card type? Does that mean it can be targeted by specific things yet revealed? Or perhaps even by things that, let's say, destroy target permanent? Is it possible to sacrifice the dungeon? Could it be returned to hand? Can it be in the graveyard? Does this imply that the trigger of a dungeon can be countered? There are so many rules to consider for these cards.
@GamerBear so yeah more info has come out for it. Now I wonder, things that deny effects from happening (like opponents can't draw more than 1 card per turn) those still prevent the dungeons from granting card draw right?
wait... how does this work for constructed? You just have access to all 3 dungeons at all times across all formats? And for limited, you have to draft them or is it the same idea?
There's going to be maybe 2 or 3 good dungeons, and a few dungeon payoffs. Everybody is going to run them, and it's going to get old really fast. If they want to make these mechanics fun, they'll give as many viable options as possible, dungeons and enablers, not just draft chaff with a few good rares.
You really only need one dungeon to make it viable. The biggest thing standing in the way is how many other cards can cause venture triggers. You can only have one dungeon out at a time so getting it out and blowing through it as fast as possible is probably your best bet. The cool thing is that, unless we get a rules update, Solemnity doesn't affect dungeons. The bad thing is that other cards preventing card triggers from triggering would essentially render the deck useless. I also don't think that if you're gonna use this in a deck that you're just gonna have 1 or 2 cards to trigger the dungeon unless you have some return from grave or bounce shenanigans to keep triggering it. Both of which are fairly popular stretegies anyway which means people are already likely prepared to counter those decks. I hope these work out. And that perhaps we can keep getting these d&d sets to get more dungeons.
This has a lot of potential. I had hoped there would be some chance built in with a dice roll or some other DnD'esuqe system, but still, I hope it does go beyond this set to make it more versatile.
@@ozarcgaming yes they do, wtf, you saw just like 10-20 cards and talk about how they oversighted the whole set? Check now when more cards are spoiled, there is a chest that you roll a dice to decide what you get from this card
So rules wise could you or could you not use this in commander? Cause it's not like lesson where its another card being put into your hand. It's also not really a part of your sideboard either, its in a way really a token/emblem
Yeah sure if you have any card in your commander deck that says « venture into the dungeon » You could see it as a new kind of token in that regard. (Even though it’s more than a token)
@@wearevenom81 Still unclear how they will make it legal. For example how will they resolve the sideboard part and the outside the game part. Anybody some suggestions?
@@feikes1878 Don’t think it’s that hard, basically it’s just a token, you could do without it, but it makes it easier. It’s no different than when someone puts out the physical card that says emblem
I know there’s gonna be a dungeon themed commander deck so I wouldn’t be surprised if more dungeons get printed there. But I think having the 3 only lets them be evergreen for any deck. I would not mind more specific dungeons later down the line if we return to Torill but for now to test the waters I’m okay with 3
You know, as a wife that married into the MTG world... this is just too much. I love my nerd husband, but if he makes me go into a dungeon for a full game... I'm making him go into every store I shop at as well. 😂
Hmm. I'm trying to decide if these will be any good for my cube. I would need a better recurring way to venture. Maybe I'll just have them for tiddlywinks.
It's not really as complex or weird as people think. Basically imagine the dungeons as reminder text for every card that says "Venture into the dungeon." There is only 3 dungeons at the moment. So every card that says "Venture into the dungeon" Basically says: Choose one: Scry 1 Each player loses 1 life You gain one life Then depending on which you choose you get more/ different options. None of them are really that great. One is clearly for aggressive decks its payoff is a 4/4 the long one is for decks that will focus on the mechanic and the other one looks like a control dungeon.
This is pretty nice, but if I already started a dungeon, and then profilerate, would I advance in the dungeon, or would it ONLY trigger with the cards from the set? This has indeed a lot of potential...
Dunno how I feel about this. Feels like there's too much going on, and the cards that are supposed to synergize with this are either going to be very underwhelming or extremely busted.
@@jamesgratz4771 Nah mate I actually kinda liked stuff like the Learn mechanic. Im just saying this one in particular feels a little bloated, if you catch my drift.
From what I understood, dungeons are "tokens" You don't actually need them to play, they're there to mark your progress and teach you how to use the mechanic
Is there a limit to how many dungeons you can have outside the game? How does this work on commander? Does thus mechanic have any balancing mechanism? (The mad wizard one looks incredibly busted) anyways, outside of these questions i will habe to say this is a cool mechanic
The balancing mechanism is that you have to play cards that say you venture into the dungeon. Whether or not those cards are good will let you know how powerful the mechanic is.
For Commander Players, we know that one of the Commander Pre-Cons is called "Dungeons of Death", so they are basically 100% confirmed to be EDH legal if an ENTIRE PRECON IS DESIGNED AROUND THEM
As mentioned in the video, dungeons won't use sideboard slot. It will be treated either as a token, or in similar way as companions. I don't see any other way.
OK for itself it's funny, but as soon as the next edition arrives, this mechanic is dead, isn't it? Or do you plan the next editions to interact with this mechanic?
Maro give hints on his blog that there would be a silver border mechanic turned into a black border one. I'm guessing they figured out how to make Contraptions work in black border
One card is wrong, Lost Mine of Phandelver should summon a bunch of Goblins you have to kill first before enter. The Goblins should be 2/2s with First Strike and your creatures turn into 4 1/1s.
Are games even going to go long enough to complete these? The cards that venture are just gonna get killed while you're still in the first room so many times.
so what happens when u completely the dungeon? Do you get another one or you just get one this is so weird I don't think this will work....I think this gonna suck . but let's stay optimistic I guess?????? :\
The command zone is the dumping ground for a lot of these "outside of your deck" effects. It's a place that exists, but doesn't really do anything and your opponents can't interact with it.
As said in the video, you CAN keep them with your sideboard but they dont take place as sideboard. Just pull them out of the deckbox when you have to enter a dungeon 😅
@@steinlaubenpieper7882 Sheldon from RC confirmed that dungeon cards are legal in EDH. But in the video he said "They start outside the game, you can keep them with your sideboard, but they don't take up sideboard spots", if there is no sideboard for the card to not take up a sideboard spot then how can they be there. There is probably an explination that goes into further detail but it is weird.
So now in Modern Horizons 3 you can have a saga with an adventure that lets you venture into the dungeon a number of times equal to the size of your party
this looks very intuitive and fun. congrats to the team on cracking open new design space.
Don't count your eggs just yet. Flavor-wise it's definitely a win, but it feels gimmicky and is very parasitic.
I miss your videos so much!!!
Miss ur content 😔
Where you been at?
Miss your content!
Here's hoping this isn't just printed in one set.
Whoever editted and did post-production/visualisation on this video - you did some great work! The sound, the dripping ceiling in the background, and the lighting from each room on the dungeon card flooding through doorways. Absolutely gorgeous. Thank you.
Yeah, I'm either going to love or hate this mechanic. I see no middle ground on this one.
I mean do you like sagas, cause that’s kinda what these are
Dan Shive? of EGS fame?
@@zagqueenofchaos8352 No, they're nothing like sagas. The good sagas are being played because they don't require you to build a deck around them and just independently provide you with great effects. With dungeons, you always need to build your deck around them to reap some sort of benefit, which is frankly, not a lot. It's the same reason why the party mechanic doesn't see any play.
Am I the only one who’s disappointed that entering the dungeon doesn’t make you play under the table?
Nope, we’re here, sulking from the silver-bordered sidelines
That's impractical and potentially painful.
@@videogollumer Clearly you’ve never played with Enter the Dungeon (the Unhinged card I was jokingly referencing).
@@cudgelmuffin No, I haven't. Regardless, I'd rather not hit my crown on the underside of a table.
Shakira is under the table. No room for you.
imagine be a wizard on the batlefield, you summon a creature, and your creature go to dungeon for adventure.
So, that's where Bonecrusher Giant and Lovestruck Beast were going all this time!
I hope the set is better, than D&D Dark Alliance.
Can you set the bar any lower?
@@TheGprinziv i hope it is better than dragon's maze
@@printergrandmaster2067 there are only two good cards from dragon's maze, voice of resurgence and the token voice of resurgence creates
@@TheGprinziv Magic Legends.
@@nichevcodes Wear/tear is pretty good
so it's kind of like a Saga - but there are some choices and the equivalent of lore counters have to be placed with triggers instead of being placed automatically each upkeep.
Well said
Sagas were initially supposed to be this way, where you'd only go to the next part of the saga when you had fulfilled the right conditions. I think this is the other part of the original saga design come to life
@@plumokin5535 sagas, planeswalkers, dungeons. They had split the original into those three parts.
its good we finally have them
@@plumokin5535
Personally, I love the fact that Sagas didn't end up that way. The upkeep trigger on subsequent chapters is far more reliable than requiring the venture mechanic. Unless your deck is stuffed full of cards that let you venture(which also brings up the question of whether or not these cards are going to be any good outside of this mechanic), depending on the build of the deck, you may not even complete a full dungeon before the end of the game. Maybe if dungeon cards get released that are particularly strong for control decks it could be an interesting angle to take since they are better equipped to force the long-game. At this point, we have a lot more to learn about the mechanic and which cards will provide it. I'm guessing there's not going to be much of a middle ground with this one, love it or hate it. 😅😂
LOVE LOVE LOVE this concept!!! Yes, keep evolving new ideas, love it
The "venture into the dungeon" effect had better be printed everywhere for this to work, this is like a Saga with 6-7 effects but unlike sagas which always trigger on your upkeep, dungeons need extra cards enabling them, so this sounds like it could be a painfully slow process, and then you have stuff that triggers upon completion of a dungeon so either they have the effect all over the set, or most dungeons won't proceed beyond the first 3 rooms or so.
I agree. This mechanic looks like a ton of fun. but if it’s not printed on enough cards that matter, it’s gonna suck.
You clearly never played d&d xD it takes days to complete a dungeon and weeks to schedule a new session xD
@@victorcarrillo2151 I’m a DM a thank you very much lol. Just saying that from a gameplay perspective, it makes sense right now for the card to work quickly, when the current standard format is really fast-paced, and full of aggro. Otherwise the only people who would play this is control
That's one element of D&D I wouldn't like to see being ported into Magic, the "dungeon left halfway through until next week":D
It's very "parasitic" as they call it, at first glace; something they were supposed to stop doing. So we'll have to see what they have planned to change that.
Mechanics like Mutate are perfect because they exist in one set, but work with anything. This is... weird unless they plan on supporting it in the future.
You had me scared at how free this looked by not even taking a sideboard slot, but it looks more learn than companion and I loved learn so bring it on!
The weird thing to me is that you have access to all dungeons (at the start). No drawback whatsoever to having all three.
This means that if this mechanic ever gets reprinted, it will become immediately stronger with options.
The mechanic itself grants a lot of choice over small details. Sounds like a fun mechanic. Flavorful too.
This is the most excited I've been for a MTG set for a while
This mechanic looks like it has a lot of potential. I would hope it gets more use than just this one set.
Yeah, this could easily work on Zendikar. They have TONS of dungeon names lol
u know it wont.
I don't see how. If I understand how its work then they will be always limiting themselves to just those three dungeons
@@yoav.kats6328 Woah I didn’t hear the first part. There’s only gonna be 3 unique dungeon cards in the whole set? I would’ve expected like 10 to 20
They definitely wouldn’t show all the dungeons in a video explaining the mechanic, these are probably just a few simple dungeons to help people understand
Seriously...I'm really excited for this. I love this new way to play. Unfortunately, I feel as though this aspect of the game is only going to last in just this set, but it is a breath of fresh air.
Well I spend enough on MTG, guess D&D was the next logical step.
It's pretty great for me. I get to blow all my money on both at once instead of separately for once
I guess dungeons aren't permanents, right? Like temporary emblems?
They said they were put in the 'command zone' so I am pretty sure they don't count as permanents.
doesn't sound like a permanent, maybe they will explain more if you can bounce or destory/exile em. Said you could counter the room effect. once completed they are removed from game, are repeatable (so no real reason to burn a removal on one when they can just go back to the dungeon again)
They do have the T for Token rarity though. so guess they might just be treated like any other token.
While Emblems were E
@@danielfrazier5586 Or that they’re being released as tokens, like you find them in booster packs where you would normally find tokens
@@carsonperry6443 yeah I said that they have the T for token type. So that's their slot in the packs. But how they are interactive with the board state is as yet to be fully explained.
Curious if they are in the dungeon of death commander precon. Wouldn't think commander council will ban them. But who knows. I did see one planeswalker who looks scary af with dungeons. So I'm def looking forward with dungeon focused play
As a long time explorer of the Forgotten Realms, I'd love to welcome these new MTG adventurers into our realms. Welcome to the dungeon.
I hope this gets used alongside the party mechanic introduced in Zendikar Rising. That would be the perfect combination of mechanics cross-set!
This next set is getting better and better by the day. Im so excited!!!!!
We've seen the dungeouns. Now waiting for the dragons!
That's too op, even for Magic
@@Hussain_Zaki Tiamat's in the game.
That's a phenomenal mechanic for a physical set. Great job to the design team!
This is a very helpful video. It teaches the mechanic cleanly and concisely.
With games being done in less than 5 turns sometimes... Winota etc this seems fun but not going to see play and that makes me so sad. Especially with the state of how daily wins etc are in Arena.
Don't worry with the amount of counter spells and board wipes they keep releasing there will always be boring long, one sided games.
It will find its play most likely in Commander which is somehow role-play like
@@AdamDylanMajor A "venture into the dungeon" archetype commander pre-con with an extra long made for commander dungeon card would be pretty cool.
1:50 the line of sight lighting was a nice touch
Looks like a fun casual variant for Magic, up there with classics like Planech- WHAT DO YOU MEAN THIS IS IN STANDARD
This is a legit amazing mechanic. Basically super sagas attached to the cards normally in your deck that adds choices to the game. Dangerous to add to the mechanic but definitely something that could have MANY applications
The power level of the dungeons seems to be pretty low in the first couple of rooms, I don't now if there will be more, but they don't seem to have rarities so I expect this kind of power level for all of them. Which will keep the mechanic in check. But it'll depend on how easy "venture into the dungeon" will be.
Solidly looking forward to this. Almost like portal back in 97’, jus enough is defined in a way for it to stand out for years.
My question is:
Do we need the actual dungeon card when venturing into dungeon at "official" game? Or just like a token/emblem that doesn't need actual card to play?
Then how about in "draft"? Should we get at least one random dungeon on each booster? Or if we don't get any dungeon during draft, venturing into dungeon will do nothing?
Probably nothing...
Will there be a story for the set or should all Vorthoses be waiting for return to return to Innistrad?
It wasn't that bad I liked what they did with Lukka the rest was pretty bad
This looks very entertaining. Keep my eyes on this!
For a d&d player who also plays magic this is awesome
I love this!! Going to have a lot of fun with my play group using these dungeons.
Looks interesting, but I hope the lineup will include more than just standard stone brick dungeons. Could be difficult since the card has to fit so much text and so many rooms but maybe they’ll sprinkle in some foliage or puddles to fill in some negative space
I agree the art is pretty stale on these.
Great job R&D. This looks fun. This is also much easier than everything in Ikoria lol
LMAO mutate triggers ?
If they proceed to make Dungeons into future additions, will Dungeons become the new Planeswalker type? (At least 1 printed every set?)
Will Venture eventually become an evergreen keyword to keep supporting this mechanic?
Will there be a mechanic to push back a player to a previous room within a dungeon?
Nah. It'll either be fun, or not, and then be left to slide out of rotation.
I love it, it's like a mini boardgame within the mtg game hahahahahha
what's scarier than a graveyard? A graveyard in a dungeon.
Personally, I would say dungeons would be better where you may have some negative impact or even the possibility (via 6-sided dice roll).
Definitely needs so dice roll rng, as that's the core of DND and they totally don't implement it into this.
Question: If I don't own any Dungeon cards or don't have any with me and I play a card with venture into the dungeon, does the ability simply fizzle?
Can you choose any dungeon of your liking?
So this is a new card type? Does that mean it can be targeted by specific things yet revealed? Or perhaps even by things that, let's say, destroy target permanent? Is it possible to sacrifice the dungeon? Could it be returned to hand? Can it be in the graveyard? Does this imply that the trigger of a dungeon can be countered? There are so many rules to consider for these cards.
They did say that "once the final ability resolves, *or is countered*..." so I wonder what you'd use to do that?
@GamerBear so yeah more info has come out for it. Now I wonder, things that deny effects from happening (like opponents can't draw more than 1 card per turn) those still prevent the dungeons from granting card draw right?
how do you progress through the dungeon? I'm new and just wondering do you progess through it after each turn?
wait... how does this work for constructed? You just have access to all 3 dungeons at all times across all formats? And for limited, you have to draft them or is it the same idea?
That looks interesting but it seems you will need a lot of dungeon cards to make it work. Limited will be great, I feel.
According to the article, there are only three dungeons, and you only need one copy of each.
There's going to be maybe 2 or 3 good dungeons, and a few dungeon payoffs. Everybody is going to run them, and it's going to get old really fast. If they want to make these mechanics fun, they'll give as many viable options as possible, dungeons and enablers, not just draft chaff with a few good rares.
You really only need one dungeon to make it viable. The biggest thing standing in the way is how many other cards can cause venture triggers. You can only have one dungeon out at a time so getting it out and blowing through it as fast as possible is probably your best bet. The cool thing is that, unless we get a rules update, Solemnity doesn't affect dungeons. The bad thing is that other cards preventing card triggers from triggering would essentially render the deck useless. I also don't think that if you're gonna use this in a deck that you're just gonna have 1 or 2 cards to trigger the dungeon unless you have some return from grave or bounce shenanigans to keep triggering it. Both of which are fairly popular stretegies anyway which means people are already likely prepared to counter those decks. I hope these work out. And that perhaps we can keep getting these d&d sets to get more dungeons.
This has a lot of potential. I had hoped there would be some chance built in with a dice roll or some other DnD'esuqe system, but still, I hope it does go beyond this set to make it more versatile.
Yeah agreed. DnD is all about dice rolls yet they dont have any of it in this set. Big oversight from devs
@@ozarcgaming yes they do, wtf, you saw just like 10-20 cards and talk about how they oversighted the whole set? Check now when more cards are spoiled, there is a chest that you roll a dice to decide what you get from this card
I wish they were lands and/or sagas like Urza's Saga.
So rules wise could you or could you not use this in commander? Cause it's not like lesson where its another card being put into your hand. It's also not really a part of your sideboard either, its in a way really a token/emblem
This works fine in Commander. You are assumed to have access to any Dungeon you want at all times. Think of it like a token that you move across.
Yeah sure if you have any card in your commander deck that says « venture into the dungeon »
You could see it as a new kind of token in that regard. (Even though it’s more than a token)
@@leress They just did, it will be legal
@@wearevenom81 Still unclear how they will make it legal. For example how will they resolve the sideboard part and the outside the game part. Anybody some suggestions?
@@feikes1878 Don’t think it’s that hard, basically it’s just a token, you could do without it, but it makes it easier. It’s no different than when someone puts out the physical card that says emblem
I think this is actually a really cool idea - the aspect that I feel lets it down is that there aren't enough dungeons!
I know there’s gonna be a dungeon themed commander deck so I wouldn’t be surprised if more dungeons get printed there. But I think having the 3 only lets them be evergreen for any deck. I would not mind more specific dungeons later down the line if we return to Torill but for now to test the waters I’m okay with 3
So do we need to draft these or do we have access to them all immediately? If it’s the first boy is that a resource chase.
Can't wait to play this game
You know, as a wife that married into the MTG world... this is just too much. I love my nerd husband, but if he makes me go into a dungeon for a full game... I'm making him go into every store I shop at as well. 😂
YESSS FINALLY!!! I have been waiting for this for MONTHSSSS
Now that’s pretty clever!
Interesting mechanic... Reminds me of contraptions and even sagas... Can't wait to see how this interacts with EDH...
Yeah, because we needed one more thing to make EDH go even slower.
Hmm. I'm trying to decide if these will be any good for my cube. I would need a better recurring way to venture. Maybe I'll just have them for tiddlywinks.
This is definitely going to be a love it/hate it mechanic. Not sure how I feel about adding in this side adventure into the mix of Magic.
It's not really as complex or weird as people think. Basically imagine the dungeons as reminder text for every card that says "Venture into the dungeon." There is only 3 dungeons at the moment. So every card that says "Venture into the dungeon" Basically says:
Choose one:
Scry 1
Each player loses 1 life
You gain one life
Then depending on which you choose you get more/ different options. None of them are really that great.
One is clearly for aggressive decks its payoff is a 4/4 the long one is for decks that will focus on the mechanic and the other one looks like a control dungeon.
This is pretty nice, but if I already started a dungeon, and then profilerate, would I advance in the dungeon, or would it ONLY trigger with the cards from the set? This has indeed a lot of potential...
The dungeon is not a permanent, and the token is in the dungeon, not on a player, therefore the dungeon cannot be targeted by proliferate.
@@narcozero8410 True ):
By "available everywhere", does that also include MTG arena?
Yeah, this set will be on arena
Yep
@@ingloriousday8811 alright thanks, I've been playing a lot of arena in the past year because of covid
July 8th for arena!
@@austinrader8135 same here. Have a good preview season!
Will there be Books and additional supplements I wonder ? 🤔
Dunno how I feel about this. Feels like there's too much going on, and the cards that are supposed to synergize with this are either going to be very underwhelming or extremely busted.
Magic player hate anything new ever 😂
@@jamesgratz4771 Nah mate I actually kinda liked stuff like the Learn mechanic. Im just saying this one in particular feels a little bloated, if you catch my drift.
@@SirGrimLockSmithVIII
It’s a little complicated. But really fun still
Agreed, seems interesting, but logistically troublesome.
Loves this !
And at last, flavooooor!
This sounds like a lot of fun! So cool!
Ok, now I'm even more hyped for this set
Really looking forward to this on mtg arena.
In limited, can you venture into dungeons you didn't open, or do you have to draft dungeons in order for the cards to work?
From what I understood, dungeons are "tokens"
You don't actually need them to play, they're there to mark your progress and teach you how to use the mechanic
@@cacs2201 Okay. Cool.
He said command zone. Does this mean these only are compatible with commander decks? That's the mode I never play
SO excited for this set!!!
Adventure awaits!
Is there a limit to how many dungeons you can have outside the game? How does this work on commander? Does thus mechanic have any balancing mechanism? (The mad wizard one looks incredibly busted) anyways, outside of these questions i will habe to say this is a cool mechanic
The balancing mechanism is that you have to play cards that say you venture into the dungeon. Whether or not those cards are good will let you know how powerful the mechanic is.
@@Prinrin ok but that mad wizard one sounds better than the others, let's see what happens
@@Liliana_the_ghost_cat Not really the others a shorter mad mage takes at least 7 "venture into the dungeon" cards to finish the other 2 only need 4
@@pazaac oh... that makes more sense, i missed that part, thanks for reminding me of that part, i realy didn't notice
Dungeons kinda work like tokens, so no there’s no limit. You just pick where your adventure takes you
For Commander Players, we know that one of the Commander Pre-Cons is called "Dungeons of Death", so they are basically 100% confirmed to be EDH legal if an ENTIRE PRECON IS DESIGNED AROUND THEM
I hope
As mentioned in the video, dungeons won't use sideboard slot. It will be treated either as a token, or in similar way as companions. I don't see any other way.
@@mateuszcegowski499 token
Companions always took a sideboard slot
RC confirmed dungeons are legal
Love it, but sad to hear these are the only three in the set
But, how do you progress in the dungeon, every turn is step or everything from start tu finish is in one turn?
This looks super cool!
OK for itself it's funny, but as soon as the next edition arrives, this mechanic is dead, isn't it? Or do you plan the next editions to interact with this mechanic?
Probably that cuz they will introduce a new mechanic. I don't know if i'm gonna like this one, it looks so jank.
Very very interesting! 🤘🏻
So there is only those 3 or will there be more?
To be able to make a commander deck for this mechanic we will need a lot of card with "venture into the dungeion" or a good commander for it.
@GamerBear Yeah i saw that after. Cant wait for spoiler season fro precon.
Well if this means the potential for some planechase leveled shenanigans happening in future sets then I'm down.
So this is where all our Eldraine creatures went when they hit exile?
OMGOMGOMG!!! When will this thingy is going to be released on arena...
This is like the advance version of adventure from Eldraine?
Maro give hints on his blog that there would be a silver border mechanic turned into a black border one. I'm guessing they figured out how to make Contraptions work in black border
There's a silver bordered card called "Enter the Dungeon"
I honestly like the new Dungeon cards and hope they stay. D&D and Magic should've crossed over long ago.
I might have missed it but since they are from outside the game can they work in commander?
it appears to be some sort of create effect, so likely these are prefabs like treasures
So they're kinda like sagas in a way
But they can't be interacted with.
Are there only three dungeon cards?
One card is wrong, Lost Mine of Phandelver should summon a bunch of Goblins you have to kill first before enter. The Goblins should be 2/2s with First Strike and your creatures turn into 4 1/1s.
Are games even going to go long enough to complete these? The cards that venture are just gonna get killed while you're still in the first room so many times.
More likely its a triggerred ability so even if the permanent died after casting, youll get into another dungeon and get some buff or rewards.
so what happens when u completely the dungeon? Do you get another one or you just get one this is so weird I don't think this will work....I think this gonna suck . but let's stay optimistic I guess?????? :\
Looks a lot like Contraptions, so I will be very happy to crank this mechanic up to 11!
What's the rarity on these? Are these playable in PDH?
Will MTG be solo friendly with this new set!?
Super cool mechanic
It goes into the command zone?
Holy, this is so cool !!
"Put it into the command zone."
Excuse me?
What's wrong with that?
The command zone is the dumping ground for a lot of these "outside of your deck" effects. It's a place that exists, but doesn't really do anything and your opponents can't interact with it.
@@joenic4662 Yeah, like for example, planeswalker emblems stay in the command zone
Also unfortunately not legal for EDH as it is from outside the game, unless your playgroup is chill with it
@@upcomingwhisper4990 There is a 0% chance this mechanic will not work in EDH
😱 this is so cool & interesting looks fun too!!
Emblem interaction finally?
I’m gonna buy this set but I can’t wait for the werewolf/vampire set after this
saaame Innistrads a whole different vibe
Pretty much saving most of my muns for that one. Can't wait to empower my edgar markov and finally have a werewolf commander to helm my werewolfs
How do dungeons work in edh with no sideboard?
As said in the video, you CAN keep them with your sideboard but they dont take place as sideboard. Just pull them out of the deckbox when you have to enter a dungeon 😅
@@steinlaubenpieper7882 Sheldon from RC confirmed that dungeon cards are legal in EDH. But in the video he said "They start outside the game, you can keep them with your sideboard, but they don't take up sideboard spots", if there is no sideboard for the card to not take up a sideboard spot then how can they be there. There is probably an explination that goes into further detail but it is weird.
So now in Modern Horizons 3 you can have a saga with an adventure that lets you venture into the dungeon a number of times equal to the size of your party
That's too much flavor hahaha