갑작스러운 낙하

부여마법 — 마법진

생물에게 부여
갑작스러운 낙하가 전장에 들어올 때, 던전에 진입한다. (첫 번째 방에 들어가거나 다음 방으로 전진한다.)
부여된 생물은 -2/-2를 받는다. 당신이 던전을 완료한 한 그 생물은 대신 -5/-5를 받는다.
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standard future historic gladiator pioneer 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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