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Rules guide · Enchantment

Thorough InvestigationHow it works & interactions with other cards

By the ManaCount desk· 3 min read· Forgotten Realms Commander· July 23, 2021
Carte Magic Thorough Investigation

Thorough Investigation 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

Whenever you attack, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.") Whenever you sacrifice a Clue, venture into the dungeon. (Enter the first room or advance to the next room.)

How it works : Thorough Investigation

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Thorough Investigation's first ability can trigger only once per combat, no matter how many creatures you attack with.

    No other card is named in this ruling.

  2. #2· 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.

  3. #3· Wizards of the Coast

    Moving into a dungeon room will cause its room ability to trigger.

    No other card is named in this ruling.

  4. #4· 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.

  5. #5· 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.

  6. #6· 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.

  7. #7· 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.

  8. #8· 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.

  9. #9· Wizards of the Coast

    Dungeons are removed from the game as a state-based action.

    No other card is named in this ruling.

  10. #10· 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.

  11. #11· 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.

02

Legal formats

legacyvintagecommanderoathbreakerdueltlr
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