MTGF
Kick in the Door
Kick in the Door
$0.06 / €0.10

Kick in the Door

Sorcery

Adventures in the Forgotten Realms·#153·common·Justine Cruz
$0.06 / €0.10
Foil$0.21 / €0.29
Put a +1/+1 counter on target creature. That creature gains haste until end of turn and can't be blocked by Walls this turn. Venture into the dungeon. (Enter the first room or advance to the next room.)

"We tried your way. Now we do it my way!" —Jym, barbarian of Baldur's Gate

Legal in

Pioneer, Modern, Legacy, Vintage, Commander, Pauper, Brawl, Historic

Rulings (10)

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

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

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

2021-07-23

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