急な落下

エンチャント — オーラ

エンチャント(クリーチャー)
急な落下が戦場に出たとき、ダンジョン探索をする。(ダンジョン探索をするとは、最初の部屋へ入るか、次の部屋へ進むことである。)
エンチャントしているクリーチャーは-2/-2の修整を受ける。あなたがダンジョンを踏破したことがあるかぎり、代わりにそれは-5/-5の修整を受ける。
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standard future historic gladiator pioneer explorer modern legacy pauper vintage penny commander brawl alchemy paupercommander duel oldschool premodern
Rulings

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.
Moving into a dungeon room will cause its room ability to trigger.
Dungeons are removed from the game as a state-based action.
Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
A player may only have one dungeon in the command zone at a time.
The controller of Precipitous Drop ventures into the dungeon, not the controller of the enchanted creature. Similarly, Precipitous Drop cares whether its controller has completed a dungeon, not whether the creature's controller has completed a dungeon.
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.
You can only move forward (well, downward) in a dungeon, never backwards or sideways.
Precipitous Drop does not need to be on the battlefield when you complete the dungeon in order for the enchanted creature to get -5/-5.
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.
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.
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.
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.
Moving into a dungeon room will cause its room ability to trigger.
Dungeons are removed from the game as a state-based action.
Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
A player may only have one dungeon in the command zone at a time.
The controller of Precipitous Drop ventures into the dungeon, not the controller of the enchanted creature. Similarly, Precipitous Drop cares whether its controller has completed a dungeon, not whether the creature's controller has completed a dungeon.
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.
You can only move forward (well, downward) in a dungeon, never backwards or sideways.
Precipitous Drop does not need to be on the battlefield when you complete the dungeon in order for the enchanted creature to get -5/-5.
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.
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.
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.
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