Dungeon Rules

Dungeons go last in turn order.

A Boss card is considered a player and not a permanent, creature, artifact, or enchantment.

While a mini-boss is in play, dungeon Bosses have hexproof and cannot be chosen as a target during the Combat phase. MIni-bosses can be targeted like a planeswalker, although they are a creature. Mini-bosses have the mortal keyword ability This prevents damage from being removed from them as turns end. Dealing damage to a mini-boss does not count as dealing damage to a player. Players may take control of mini-bosses. If they do, they are no longer mini-bosses while they are not under the control of the dungeon.

A Boss card requires ½ its life total in poison counters to be defeated.

Dungeons generate mana as needed when casting a spell and do not typically control physical land cards. Dungeon may roll the required number of dice with the required number of sides to make decisions.
 * Resolution of spells that require X, multikicker, or other costs to be paid will be specified in specific Raid or Dungeon rules.

For blocking, roll a six sided dice for each able Dungeon creature. Dungeon creatures block on a 3 or greater. Dungeon creatures with defender will always block.

A Dungeon turn has the same general phases as a player turn and takes actions at specific times. The Dungeon discards random cards in its hand if its hand size exceeds the maximum hand size at the end of the turn.
 * Beginning Phase
 * Target step
 * Before the untap step, the Dungeon has an extra step where it will target a random player.
 * Draw step
 * The dungeon will draw the necessary number of cards specified within its rules into their hand.
 * Cards drawn after the draw step will not be played until the dungeon's next turn.
 * Pre-combat Main Phase
 * The Dungeon will cast all cards from its hand in a random order.
 * the Dungeon will activate any abilities of permanents it controls.
 * Combat Phase
 * The Dungeon will attack the targeted player with the Boss, mini-bosses, and all able creatures.
 * If the defending player controls one or more planeswalkers, the Dungeon will roll a 6 sided dice for each attacking creature / boss to determine the target of its attacks. On a 1-2, the attacker will target the player. on a 3 or higher, the attacker will target a random planeswalker.

Players cannot view the raid hand unless an effect states otherwise.

If a player would affect a Dungeon’s library, they may choose which library they want to effect if the Dungeon has more than one library.

A Dungeon will not cast morph creatures face down.

A Dungeon will attempt to cast spells with all of their extra costs such as kicker, entwine, overload, fuse, bestow, extort, and surge costs.

A Dungeon will always activate unleash.

A Dungeon will pay with the most Mana colors possible for cards with convergence.

A Dungeon will not pay mana for join forces.

A Dungeon will not place any votes for will of the council.