Creature
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.)
3 / 5
"On the plus side, Throg no longer thinks he's clever."
—XanatharZombie 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.)
3 / 5
"On the plus side, Throg no longer thinks he's clever."
—XanatharTo 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.
Moving into a dungeon room will cause its room ability to trigger.
A player may only have one dungeon in the command zone at a time.
Dungeons are removed from the game as a state-based action.
Zombie Ogre doesn't need to have been on the battlefield at the time the creature died for its ability to function.
Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
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.
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.
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.
Zombie Ogre's ability will trigger only once during your end step, no matter how many creatures died this turn. However, if no creatures have died so far this turn as the end step begins, the ability won't trigger at all. It's not possible to cause a creature to die during the end step in time to have the ability trigger.
You can only move forward (well, downward) in a dungeon, never backwards or sideways.
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.
Legality follows the dated Scryfall catalog snapshot.
For draft and prerelease, check the event’s release and rules. Missing statuses stay unavailable.
Official Magic rules| Format | Status |
|---|---|
| Standard | Not legal |
| Pioneer | Legal |
| Modern | Legal |
| Legacy | Legal |
| Vintage | Legal |
| Commander | Legal |
| Oathbreaker | Legal |
| Alchemy | Not legal |
| Historic | Legal |
| Brawl | Legal |
| Comp. Brawl | Legal |
| Timeless | Legal |
| Pauper | Legal |
| Duel | Legal |
For draft and prerelease, check the event’s release and rules.
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View printing on ScryfallEn · Arena · Paper · MTGO
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