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Rules guide · Sorcery

Explore the UnderdarkHow it works & interactions with other cards

By the ManaCount desk· 4 min read· Commander Legends: Battle for Baldur's Gate· June 10, 2022
Carte Magic Explore the Underdark

Explore the Underdark 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.

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Official card text

Search your library for up to two basic land cards and/or Gate cards, put them onto the battlefield tapped, then shuffle. You take the initiative.

Complete guide

Explore the Underdark is a powerful green sorcery that bridges the gap between traditional land ramp and the flavorful mechanics of Dungeons & Dragons. It not only accelerates your mana base by searching for specialized Gate cards but also grants you the initiative, plunging you straight into the depths of the Undercity dungeon.

What It Does

This spell performs two primary tasks. First, you search your library for up to two basic land cards and/or Gate cards and put them directly onto the battlefield tapped. This is a significant upgrade over standard ramp because it can grab non-basic Gates to fix your mana or trigger Gate-related payoffs. Second, you take the initiative. Taking the initiative is a special designation that triggers an immediate 'venture into Undercity' and grants you additional ventures at the start of your future upkeeps.

Resolving the Spell Step by Step

When you cast Explore the Underdark, follow these steps in order: 1. Search your library for up to two basic lands or Gate cards (in any combination). 2. Put those cards onto the battlefield tapped, then shuffle your library. 3. You take the initiative. If no one had the initiative, you gain it now. If someone else had it, they lose it and you take it. 4. Immediately venture into Undercity. If you aren't in a dungeon, you enter the first room, Secret Entrance. If you are already in a dungeon, move to the next room.

Common Mistakes

A common point of confusion is how the initiative interacts with other dungeons. You cannot enter the Undercity dungeon via a standard 'venture into the dungeon' effect; you must specifically 'take the initiative' or 'venture into Undercity.' However, if you are already in a different dungeon (like Lost Mine of Phandelver) and you cast Explore the Underdark, you do not start the Undercity. Instead, you simply move to the next room of your current dungeon.

When to Play It

At five mana, this is a mid-to-late game setup piece. It is best used when you can benefit from the specific 'Gate' typing of the lands you fetch or when you have a board presence capable of defending the initiative. Remember, if an opponent deals combat damage to you, they will steal the initiative, so ensure you have blockers ready after casting this to maximize your dungeon progress.

Interaction examples

Ramping with Gates

You cast Explore the Underdark and search for two Gate cards. Even though they enter tapped, you have successfully fixed your mana colors and triggered the initiative. You immediately enter the Secret Entrance of the Undercity, searching for another basic land to put into your hand.

Comparing Ramp Spells

Unlike Skyshroud Claim, which only finds Forest cards and puts them in untapped, Explore the Underdark is more flexible with land types (finding any Gate) and provides the initiative. While Skyshroud Claim is faster for immediate mana usage, Explore the Underdark provides more long-term value through the Undercity dungeon effects.

Free Casting with Expertise

If you control a creature with power 5 or greater, you can cast Rishkar's Expertise to draw cards and then cast Explore the Underdark for free. This allows you to refill your hand, ramp two lands, and take the initiative all in one turn, putting you significantly ahead in resources and dungeon progression.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Explore the Underdark

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    The initiative is a designation a player can have. A player with the initiative designation is said to “have the initiative.” The initiative carries two inherent rules. First, whenever a player takes the initiative, and at the beginning of the upkeep of the player with the initiative, that player ventures into Undercity. Second, whenever one or more creatures a player controls deal combat damage to the player who has the initiative, the first player takes the initiative. Also, some abilities will refer to having the initiative and provide other benefits.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    There is no initiative in a game until an effect instructs a player to take the initiative. Once a player is instructed to do this, they have the initiative until another player takes the initiative.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    Only one player can have the initiative at a time. As one player takes the initiative, any other player that had the initiative ceases to have it.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    A player who currently has the initiative may take the initiative again. This causes that player to venture into Undercity again, but does not cause them to have multiple initiative designations.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    If the player with the initiative leaves the game, the active player takes the initiative at the same time that player leaves the game. If the active player is leaving the game or if there is no active player, the next player in turn order takes the initiative.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    In a Two-Headed Giant game, if both players on a team deal combat damage to the player that has the initiative at the same time, the player with the initiative will choose the order of the triggered abilities. Then, as those abilities resolve, one team member takes the initiative (and ventures into Undercity) and then the other team member does the same. The last player to take the initiative keeps it until the initiative changes again.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    You cannot venture into Undercity unless instructed to do so, either because you have the initiative at the beginning of your upkeep or because you take the initiative. Notably, if you aren’t in a dungeon and an effect instructs you to venture into the dungeon (not venture into Undercity), you can’t start Undercity.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    Similarly, when instructed to venture into Undercity, you can’t start a dungeon that isn’t Undercity.

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    If you aren’t in a dungeon when instructed to venture into Undercity, you will put Undercity into the command zone and move your venture marker to Secret Entrance (the first room).

    No other card is named in this ruling.

  10. #10· Wizards of the Coast

    If you’re already in a dungeon when instructed to venture into Undercity, you move to the next room of that dungeon. If you are already in the last room, you will complete that dungeon and start Undercity. This is true whether you’re already in Undercity or any other dungeon.

    No other card is named in this ruling.

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