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Dungeon of the Mad MageHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Adventures in the Forgotten Realms Tokens· July 23, 2021
Carte Magic Dungeon of the Mad Mage

Dungeon of the Mad Mage is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

Yawning Portal — You gain 1 life. (Leads to: Dungeon Level) Dungeon Level — Scry 1. (Leads to: Goblin Bazaar, Twisted Caverns) Goblin Bazaar — Create a Treasure token. (Leads to: Lost Level) Twisted Caverns — Target creature can't attack until your next turn. (Leads to: Lost Level) Lost Level — Scry 2. (Leads to: Runestone Caverns, Muiral's Graveyard) Runestone Caverns — Exile the top two cards of your library. You may play them. (Leads to: Deep Mines) Muiral's Graveyard — Create two 1/1 black Skeleton creature tokens. (Leads to: Deep Mines) Deep Mines — Scry 3. (Leads to: Mad Wizard's Lair) Mad Wizard's Lair — Draw three cards and reveal them. You may cast one of them without paying its mana cost.

How it works : Dungeon of the Mad Mage

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Dungeon cards are nontraditional Magic cards that begin outside the game. They are not part of a player's deck or sideboard.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    Dungeon cards may be put into a player's command zone using the venture into the dungeon keyword action found on some cards from the Adventures in the Forgotten Realms set. If any other effect tries to bring a dungeon card into the game, it fails to do so.

    No other card is named in this ruling.

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