Kick in the Door
Sorcery
Rarity
Common
Mana Cost
Price · Cardmarket trend
€0.11 Foil €0.16
Artist
Justine Cruz
Cardmarket trend via Scryfall, as of 10/28/2026. May differ from the actual price.
Oracle Text
Put a +1/+1 counter on target creature. That creature gains haste until end of turn and can't be blocked by Walls this turn. Venture into the dungeon. (Enter the first room or advance to the next room.)Community
👥
1 player has this card
🔄
1 offers it for trade
Want to trade this card?
Sign up for freeRules for this card
-
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 (10)
-
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.
-
Wizards of the CoastOnce you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
-
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.
-
Wizards of the CoastDungeons are removed from the game as a state-based action.
-
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.
-
Wizards of the CoastMoving into a dungeon room will cause its room ability to trigger.
-
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.
-
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.
-
Wizards of the CoastYou can only move forward (well, downward) in a dungeon, never backwards or sideways.
-
Wizards of the CoastA player may only have one dungeon in the command zone at a time.