Venture into the dungeon sends your character through a dungeon card — a separate card that sits outside your deck. The first time you venture, you choose a dungeon and enter its first room. Each later venture moves you one room deeper along that dungeon's path. Rooms have abilities that trigger as you enter them, and the final room gives a powerful reward. Once you finish a dungeon, the next venture starts a fresh one.
This keyword turns otherwise ordinary creatures and spells into a steady engine of small advantages: a life drain here, a token there, a card drawn later. Because you advance one room per venture, decks that can venture repeatedly — through blinking, reanimation, or multiple triggers — snowball toward the dungeon's final payoff. It rewards planning your route and timing your ventures to match the board.





































