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Zombie Ogre

Adventures in the Forgotten Realms β€’ #129 β€’ common
Creature β€” Zombie Ogre |
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Zombie Ogre

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Live Value $0.19
Foil Multiplier: Flat Baseline (1.0x)
Reprint Profile:
Never Reprinted MINIMAL

Never reprinted since its original release.

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Rarity
common
Set Origin
Daily Shift
0.00%
EDHREC Rank
#18,137
Mana Cost
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Oracle Data

Card Type Creature β€” Zombie Ogre
Color Identity Black
Power / Toughness 3 / 5
πŸ–‹οΈ Curator's Notes
At the beginning of your end step, if a creature died this turn, venture into the dungeon. (Enter the first room or advance to the next room.)

""On the plus side, Throg no longer thinks he's clever." β€”Xanathar"

βš–οΈ

Official Judge Precedents

12 Precedents

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

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

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.

Zombie Ogre's ability will trigger only once during your end step, no matter how many creatures died this turn. However, if no creatures have died so far this turn as the end step begins, the ability won't trigger at all. It's not possible to cause a creature to die during the end step in time to have the ability trigger.

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.

Zombie Ogre doesn't need to have been on the battlefield at the time the creature died for its ability to function.

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.

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.

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

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.

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

πŸ“œ Technical Attributes
Release Date: 2021-07-23
Artist Reference: Nicholas Gregory
Border Profile: black
✨ Variants & Finishes
Available Finishes Standard β€’ Traditional Foil
Promo Status NO
Edition Status Original Printing

Sanctioned Formats

standard not_legal
modern legal
legacy legal
commander legal
pioneer legal
pauper legal
vintage legal
brawl legal
explorer not_legal
penny not_legal
predh not_legal
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