Flying
When Eccentric Apprentice enters, venture into the dungeon. (Enter the first room or advance to the next room.)
At the beginning of combat on your turn, if you’ve completed a dungeon, up to one target creature becomes a Bird with base power and toughness 1/1 and flying until end of turn.
Keyword: Venture into the dungeon
Zalto, Fire Giant Duke
Trample
Whenever Zalto, Fire Giant Duke is dealt damage, venture into the dungeon. (Enter the first room or advance to the next room.)
Sefris of the Hidden Ways
Whenever one or more creature cards are put into your graveyard from anywhere, venture into the dungeon. This ability triggers only once each turn. (To venture into the dungeon, enter the first room or advance to the next room.)
Create Undead — Whenever you complete a dungeon, return target creature card from your graveyard to the battlefield.
Clattering Skeletons
When Clattering Skeletons dies, venture into the dungeon. (Enter the first room or advance to the next room.)
A-Ellywick Tumblestrum
+1: Venture into the dungeon. (Enter the first room or advance to the next room.)
−2: Look at the top six cards of your library. You may reveal a creature card from among them and put it into your hand. If it’s legendary, you gain 3 life. Put the rest on the bottom of your library in a random order.
−6: You get an emblem with “Creatures you control have trample and haste and get +2/+2 for each differently named dungeon you’ve completed.”
Ranger’s Hawk
Flying
,
, Tap another untapped creature you control: Venture into the dungeon. Activate only as a sorcery. (Enter the first room or advance to the next room.)
Wandering Troubadour
At the beginning of your end step, if you had a land enter the battlefield under your control this turn, venture into the dungeon. (Enter the first room or advance to the next room.)
Yuan-Ti Malison
Yuan-Ti Malison can’t be blocked as long as it’s attacking alone.
Whenever Yuan-Ti Malison deals combat damage to a player, venture into the dungeon. (Enter the first room or advance to the next room.)
Immovable Rod
You may choose not to untap Immovable Rod during your untap step.
Whenever Immovable Rod becomes untapped, venture into the dungeon.
,
: For as long as Immovable Rod remains tapped, another target permanent loses all abilities and can’t attack or block.
Varis, Silverymoon Ranger
Reach, ward
Whenever you cast a creature or planeswalker spell, venture into the dungeon. This ability triggers only once each turn. (To venture into the dungeon, enter the first room or advance to the next room.)
Whenever you complete a dungeon, create a 2/2 green Wolf creature token.
Zombie Ogre
At the beginning of your end step, if a creature died this turn, venture into the dungeon. (Enter the first room or advance to the next room.)
Clattering Skeletons
When Clattering Skeletons dies, venture into the dungeon. (Enter the first room or advance to the next room.)
A-Find the Path
Enchant land
When Find the Path enters, venture into the dungeon.
Enchanted land has “: Add two mana of any one color.”
Thorough Investigation
Whenever you attack, investigate. (Create a Clue token. It’s an artifact with “, Sacrifice this artifact: Draw a card.”)
Whenever you sacrifice a Clue, venture into the dungeon. (Enter the first room or advance to the next room.)
Veteran Dungeoneer
When Veteran Dungeoneer enters, venture into the dungeon. (Enter the first room or advance to the next room.)
Shortcut Seeker
Whenever Shortcut Seeker deals combat damage to a player, venture into the dungeon. (Enter the first room or advance to the next room.)
Delver’s Torch
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.)
Yuan-Ti Fang-Blade
Deathtouch
Whenever Yuan-Ti Fang-Blade deals combat damage to a player, venture into the dungeon. (Enter the first room or advance to the next room.)
Thorough Investigation
Whenever you attack, investigate. (Create a Clue token. It’s an artifact with “, Sacrifice this artifact: Draw a card.”)
Whenever you sacrifice a Clue, venture into the dungeon. (Enter the first room or advance to the next room.)
Radiant Solar
Flying, lifelink
Whenever Radiant Solar or another nontoken creature you control enters, venture into the dungeon. (Enter the first room or advance to the next room.)
, Discard Radiant Solar: Venture into the dungeon and you gain 3 life.
Find the Path
Enchant land
When Find the Path enters, venture into the dungeon. (Enter the first room or advance to the next room.)
Enchanted land has “: Add
.”
Planar Ally
Flying
Whenever Planar Ally attacks, venture into the dungeon. (Enter the first room or advance to the next room.)
Acererak the Archlich
When Acererak the Archlich enters, if you haven’t completed Tomb of Annihilation, return Acererak the Archlich to its owner’s hand and venture into the dungeon.
Whenever Acererak the Archlich attacks, for each opponent, you create a 2/2 black Zombie creature token unless that player sacrifices a creature of their choice.
Fates’ Reversal
Return up to one target creature card from your graveyard to your hand. Venture into the dungeon. (Enter the first room or advance to the next room.)