Delver’s Torch

Delver’s Torch

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Brawl Legal
Commander Legal
Duel Legal
Explorer Legal
Gladiator Legal
Historic Legal
Legacy Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Paupercommander Legal
Pioneer Legal
Timeless Legal
Vintage Legal
Card Set Adventures in the Forgotten Realms
Card Type Artifact — Equipment
Rarity   Common  
Mana Cost   
Card Text Equipped creature gets +1/+1.
Whenever equipped creature attacks, venture into the dungeon. (Enter the first room or advance to the next room.)
Equip   ( : Attach to target creature you control. Equip only as a sorcery.)
Flavor Text "Not all of us have darkvision, okay?"
Card Number #10
Artist Bram Sels
Subtypes Equipment
Keywords Equip , Venture into the dungeon
Card Languages Chinese Simplified , Chinese Traditional , English , French , German , Italian , Japanese , Korean , Portuguese (Brazil) , Russian , Spanish
Frame Version 2015
Border Color Black
EDHREC Rank 10924
Has Foil? Yes
Reprint? No
Is Promo? No
Oversized? No
Joke Card? No
In Starter? No
Time Shifted? No
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Card Rulings

2021-07-23

A player may only have one dungeon in the command zone at a time.

2021-07-23

Choosing the dungeon or room to venture into is part of resolving the venture into the dungeon keyword action. Once that choice is made, players may not respond until after the appropriate room ability has triggered.

2021-07-23

Dungeon cards are not part of a player's deck or sideboard. In both constructed and limited formats, players can use any dungeon card when they venture into the dungeon.

2021-07-23

Dungeons are removed from the game as a state-based action.

2021-07-23

If you somehow venture into the dungeon while a room's ability is on the stack, you will continue on in the dungeon. If you're already in the last room, complete that dungeon and start a new one.

2021-07-23

Moving into a dungeon room will cause its room ability to trigger.

2021-07-23

Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.

2021-07-23

The player venturing into the dungeon chooses which dungeon they will venture into. They may choose a dungeon that they have already completed this game.

2021-07-23

To venture into the dungeon, a player moves their venture marker into the next room of the dungeon they are currently in. If they aren't currently in a dungeon, that player instead chooses a dungeon card from outside the game, puts it into the command zone, and moves their venture marker onto the first room.

2021-07-23

You can only move forward (well, downward) in a dungeon, never backwards or sideways.