Fates' Reversal 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.
Official card text
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.)
Complete guide
Fates' Reversal is a versatile utility sorcery that bridges the gap between resource recovery and dungeon exploration. It allows you to reclaim a fallen ally while simultaneously progressing through one of the game's unique dungeon environments.
What It Does
Fates' Reversal has two primary effects that happen in sequence. First, it targets up to one creature card in your graveyard to return to your hand. Second, it instructs you to venture into the dungeon. Because the targeting uses the 'up to one' phrasing, you can cast this spell even if you have no creatures in your graveyard just to trigger the venture mechanic.
How It Resolves Step by Step
When you cast Fates' Reversal, you choose your target creature card (or choose no target). Upon resolution, the targeted card moves from the graveyard to your hand. Next, you venture into the dungeon: if you aren't in a dungeon, you choose one like Lost Mine of Phandelver and place a marker on the first room. If you are already in one, move to the next connected room. The room's ability triggers after the venture action is complete, but before the sorcery finishes leaving the stack.
Common Mistakes
A common error is thinking you can move backward or skip rooms; you must always move forward to an adjacent room connected by an arrow. Also, remember that dungeons are not part of your deck or sideboard. You don't need to 'draw' them; you simply bring the dungeon card into the command zone from outside the game when the venture action occurs. Finally, if the target creature is removed from your graveyard in response, the spell will still resolve and you will still venture into the dungeon because the spell only fails if all targets were illegal and it had at least one.
When to Play It
This card is most effective in the mid-game when you have already lost a valuable utility creature or threat. It is significantly more powerful if you are building around the venture mechanic, as finishing a dungeon often provides massive rewards. It serves as a slower alternative to cards like Reanimate, prioritizing hand card advantage and dungeon progression over raw speed.
Interaction examples
If you are currently in the 'Dark Pool' room of the Lost Mine of Phandelver, resolving Fates' Reversal allows you to move to the final room, 'Temple of Dumathoin'. You return a creature to your hand, move your marker, and the dungeon triggers, allowing you to draw an extra card. The dungeon is then completed and removed from the game.
When you cast Fates' Reversal with no active dungeon, you choose which one to enter. Choosing Tomb of Annihilation places you in 'Trapped Entry', causing each player to lose 1 life. You get your creature back and progress toward creating The Atropal token.
If you need long-term value, you can use Fates' Reversal to enter the Yawning Portal of the Dungeon of the Mad Mage. While this dungeon is longer than others, it offers powerful rewards like casting spells for free in the final room, 'Mad Wizard's Lair'.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Fates' Reversal
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
To 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.
No other card is named in this ruling.
- #2· Wizards of the Coast
Moving into a dungeon room will cause its room ability to trigger.
No other card is named in this ruling.
- #3· Wizards of the Coast
Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
No other card is named in this ruling.
- #4· Wizards of the Coast
A player may only have one dungeon in the command zone at a time.
No other card is named in this ruling.
- #5· Wizards of the Coast
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.
No other card is named in this ruling.
- #6· Wizards of the Coast
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.
No other card is named in this ruling.
- #7· Wizards of the Coast
You can only move forward (well, downward) in a dungeon, never backwards or sideways.
No other card is named in this ruling.
- #8· Wizards of the Coast
Dungeons are removed from the game as a state-based action.
No other card is named in this ruling.
- #9· Wizards of the Coast
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.
No other card is named in this ruling.
- #10· Wizards of the Coast
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.
No other card is named in this ruling.
Related cards and tokens
Legal formats
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Meta decks with Fates' Reversal
No archived Top 8 deck with this card yet.



Lost Mine of Phandelver
Tomb of Annihilation
Dungeon of the Mad Mage
