First printed in Adventures in the Forgotten Realms (2021)
All 6 prints
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Magic Online Promos (PRM) #92660, 2021 (digital)
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Adventures in the Forgotten Realms (AFR) #371, 2021
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Adventures in the Forgotten Realms (AFR) #86, 2021
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Adventures in the Forgotten Realms Promos (PAFR) #86a, 2021
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Adventures in the Forgotten Realms Promos (PAFR) #86p, 2021
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Adventures in the Forgotten Realms Promos (PAFR) #86s, 2021
Creature — Snake Rogue
This creature can't be blocked as long as it's attacking alone.
Whenever this creature deals combat damage to a player, venture into the dungeon. (Enter the first room or advance to the next room.)
Silent. Slithering. Sinister.
2/1
- Illustrated by
- Oriana Menendez
Legality
- Legal in
- Pioneer, Modern, Legacy, Vintage, Historic, Timeless, Penny Dreadful, Gladiator, Commander, Duel Commander, Tiny Leaders, Oathbreaker, Brawl, Competitive Brawl
- Not legal in
- Standard, Pauper, Future Standard, Alchemy, Premodern, Old School 93/94, Pauper Commander, PreDH, Standard Brawl
Rulings (10)
- 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.
- Dungeons are removed from the game as a state-based action.
- 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.
- Moving into a dungeon room will cause its room ability to trigger.
- You can only move forward (well, downward) in a dungeon, never backwards or sideways.
- A player may only have one dungeon in the command zone at a time.
- 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.
- Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
- 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.
- 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.
Prices
MTGO price: 0.006 TIX, the cheapest non-foil print (average sell price on GoatBots, 1 Nov 2026).