Impulse Caster← Back to search
Midnight Pathlighter

Midnight Pathlighter

{2}{W}{U}
Creature — Human Wizard

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.)

2/3

Illustrated by PINDURSKI

Formats
Not Legalstandard
Not Legalhistoric
Not Legaltimeless
Not Legalpioneer
Not Legalmodern
Legallegacy
Not Legalpauper
Legalvintage
Not Legalpenny
Legalcommander
Legaloathbreaker
Not Legalbrawl
Not Legalalchemy

This printing

Number#52
RarityRare
ReleasedJul 23, 2021
EDHREC rank#7,629

Prices

USD$2.28
EUR€1.96
MTGO2.13 tix
Rulings (11)
  • 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.

    Jul 23, 2021 · Wizards of the Coast
  • Dungeons are removed from the game as a state-based action.

    Jul 23, 2021 · Wizards of the Coast
  • 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.

    Jul 23, 2021 · Wizards of the Coast
  • 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.

    Jul 23, 2021 · Wizards of the Coast
  • Moving into a dungeon room will cause its room ability to trigger.

    Jul 23, 2021 · Wizards of the Coast
  • A player may only have one dungeon in the command zone at a time.

    Jul 23, 2021 · Wizards of the Coast
  • Unblocked creatures with double strike deal damage twice, which will cause Midnight Pathlighter's last ability to trigger twice.

    Jul 23, 2021 · Wizards of the Coast
  • You can only move forward (well, downward) in a dungeon, never backwards or sideways.

    Jul 23, 2021 · Wizards of the Coast
  • 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.

    Jul 23, 2021 · Wizards of the Coast
  • 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.

    Jul 23, 2021 · Wizards of the Coast
  • Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.

    Jul 23, 2021 · Wizards of the Coast

Printings (2)

Related cards

More on this card