Midnight Pathlighter
Creature — Human Wizard
Seltenheit
Rare
Manakosten
Preis · Cardmarket-Trend
1,93 €
Künstler
PINDURSKI
Stärke / Widerstandskraft
2 / 3
Cardmarket-Trend via Scryfall, Stand 27.10.2026. Kann vom tatsächlichen Preis abweichen.
Regeltext
Creatures you control can't be blocked except by legendary creatures. Whenever one or more creatures you control deal combat damage to a player, venture into the dungeon. (Enter the first room or advance to the next room.)Regeln zu dieser Karte
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A keyword action that can bring dungeon cards into the game from outside the game or move a player’s venture marker. See rule 701.49, “Venture into the Dungeon.”
Rulings (11)
Offizielle Rulings sind nur auf Englisch verfügbar.
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Wizards of the CoastChoosing 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.
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Wizards of the CoastDungeons are removed from the game as a state-based action.
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Wizards of the CoastIf 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.
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Wizards of the CoastDungeon 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.
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Wizards of the CoastMoving into a dungeon room will cause its room ability to trigger.
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Wizards of the CoastA player may only have one dungeon in the command zone at a time.
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Wizards of the CoastUnblocked creatures with double strike deal damage twice, which will cause Midnight Pathlighter's last ability to trigger twice.
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Wizards of the CoastYou can only move forward (well, downward) in a dungeon, never backwards or sideways.
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Wizards of the CoastThe player venturing into the dungeon chooses which dungeon they will venture into. They may choose a dungeon that they have already completed this game.
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Wizards of the CoastTo 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.
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Wizards of the CoastOnce you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
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