Find the Path

Find the Path

Card Information

Type: Enchantment — Aura

Mana Cost: 2Green mana

CMC: 3

Part of the Reserved List: No

Color Identity: Mana symbol for G

Set: Adventures in the Forgotten Realms (AFR)

Rarity: Common

Collector Number: 183

Oracle Text

Enchant land When this Aura enters, venture into the dungeon. (Enter the first room or advance to the next room.) Enchanted land has "{T}: Add {G}{G}."

Keywords

EnchantVenture into the dungeon

Format Legalities

duel(Legal)
brawl(Not Legal)
penny(Not Legal)
predh(Not Legal)
future(Not Legal)
legacy(Legal)
modern(Legal)
pauper(Legal)
alchemy(Not Legal)
pioneer(Legal)
vintage(Legal)
historic(Not Legal)
standard(Not Legal)
timeless(Legal)
commander(Legal)
gladiator(Legal)
oldschool(Not Legal)
premodern(Not Legal)
oathbreaker(Legal)
standardbrawl(Not Legal)
paupercommander(Legal)

Related Cards

A-Find the Path(Enchantment — Aura)
Dungeon of the Mad Mage(Dungeon)
Lost Mine of Phandelver(Dungeon)
Find the Path(Enchantment — Aura)
Tomb of Annihilation(Dungeon)

Card Rulings

  1. July 23, 2021

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

    Source: wotc
  2. July 23, 2021

    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.

    Source: wotc
  3. July 23, 2021

    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.

    Source: wotc
  4. July 23, 2021

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

    Source: wotc
  5. July 23, 2021

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

    Source: wotc
  6. July 23, 2021

    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.

    Source: wotc
  7. July 23, 2021

    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.

    Source: wotc
  8. July 23, 2021

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

    Source: wotc
  9. July 23, 2021

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

    Source: wotc
  10. July 23, 2021

    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.

    Source: wotc

Price History

Wizard conjuring a magic the gathering cards

To study a single card is to glimpse the heart of a spell - a frozen moment of ambition, artistry, and arcane intent. Within each glyph lies a spark: a story untold, a duel turned, a destiny altered. Treat it not as mere parchment, dear seeker, but as a shard of the Multiverse itself.

Gandareth the Odd
Keeper of Cardboard Secrets and Loremancer of the Lost Ink

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