Card library

Fly

Magic: The GatheringAdventures in the Forgotten Realms#59

Click the card to switch sides

—Views —Likes —Times played

Magic: The Gathering

Mana cost

Adventures in the Forgotten RealmsAFR · #59
Card type
Enchantment — Aura
Rarity
Uncommon
Indicative price
0.16 € · ★ 0.26 € · 0.27 $ · ★ 0.28 $
Mana value
1
Colour
Blue

Card text

Enchant creature Enchanted creature has flying and "Whenever this creature deals combat damage to a player, venture into the dungeon." (Enter the first room or advance to the next room.)

Format legality

  • BrawlLegal
  • CommanderLegal
  • CompetitivebrawlLegal
  • DuelLegal
  • GladiatorLegal
  • HistoricLegal
  • LegacyLegal
  • ModernLegal
  • OathbreakerLegal
  • PioneerLegal
  • TimelessLegal
  • VintageLegal

Legalities follow the imported catalogue; check format rules before a tournament.
Data imported on 2026-10-06 (UTC).

Indicative Scryfall prices, updated daily. ★: foil; ★ E: etched foil. EUR and USD represent different markets.

Printing information

Illustrator
Lie Setiawan
Card language
English
Release date
2021-07-23

Rulings

A player may only have one dungeon in the command zone at a time.

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.

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.

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

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.

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

Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.

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.

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.

You can only move forward (well, downward) in a dungeon, never backwards or sideways.

Report a problem

This report is sent to the administrator. Your explanation remains private.