Zalto, Fire Giant Duke 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
Trample Whenever Zalto is dealt damage, venture into the dungeon. (Enter the first room or advance to the next room.)
How it works : Zalto, Fire Giant Duke
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
If Zalto is dealt lethal damage, you will still get to venture into the dungeon.
No other card is named in this ruling.
- #2· Wizards of the Coast
If Zalto is dealt damage by multiple sources at the same time (usually creatures blocking it), you will only venture into the dungeon once.
No other card is named in this ruling.
- #3· 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.
- #4· Wizards of the Coast
Moving into a dungeon room will cause its room ability to trigger.
No other card is named in this ruling.
- #5· 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.
- #6· 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.
- #7· 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.
- #8· 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.
- #9· 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.
- #10· Wizards of the Coast
Dungeons are removed from the game as a state-based action.
No other card is named in this ruling.
- #11· 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.
- #12· 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.
Popular combos
Real combos played by the community, sorted by popularity.
Zalto, Fire Giant Duke + Blazing Sunsteel
- 1Give Zalto indestructible by any method.
- 2Deal damage to Zalto.
- 3Blazing Sunsteel and Zalto trigger.
- 4Resolve the Zalto trigger, causing you to venture into the dungeon.
- 5Resolve the Blazing Sunsteel trigger, dealing that much damage to Zalto.
- 6Repeat from step 3.
Related cards and tokens
Legal formats
Commentaires
- Sois le premier à commenter cette carte.
Read next
Meta decks with Zalto, Fire Giant Duke
No archived Top 8 deck with this card yet.





