Thorough Investigation
Enchantment
Oracle Text
Whenever you attack, investigate. (Create a Clue token. It's an artifact with "Rules for this card
Rulings (11)
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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 CoastYou can only move forward (well, downward) in a dungeon, never backwards or sideways.
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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 CoastDungeons are removed from the game as a state-based action.
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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 CoastThorough Investigation's first ability can trigger only once per combat, no matter how many creatures you attack with.
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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 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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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 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 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.