Find the Path
Enchantment — Aura
Card text
Enchant land
When this Aura enters, venture into the dungeon. (Enter the first room or advance to the next room.)
Enchanted land has ": Add
."
Showing Adventures in the Forgotten Realms#183
Price
0.22 $
Foil 0.32 $
11 printings
Daily estimate from Scryfall, not a shop quote.
Find the Path rulings
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.
Moving into a dungeon room will cause its room ability to trigger.
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 player venturing into the dungeon chooses which dungeon they will venture into. They may choose a dungeon that they have already completed this game.
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.
You can only move forward (well, downward) in a dungeon, never backwards or sideways.
Dungeons are removed from the game as a state-based action.
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.
Find the Path keyword rules
Enchant Rule 702.5
Enchant is a static ability, written “Enchant [object or player].” The enchant ability restricts what an Aura spell can target and what an Aura can enchant.
For more information about Auras, see rule , “Enchantments.”
If an Aura has multiple instances of enchant, all of them apply. The Aura’s target must follow the restrictions from all the instances of enchant. The Aura can enchant only objects or players that match all of its enchant abilities.
Auras that can enchant a player can target and be attached to players. Such Auras can’t target permanents and can’t be attached to permanents.
Venture into the dungeon Rule 701.46
If a player is instructed to venture into the dungeon while they don’t own a dungeon card in the command zone, they choose a dungeon card they own from outside the game and put it into the command zone. They put their venture marker on the topmost room. See rule , “Dungeons.”
If a player is instructed to venture into the dungeon while their venture marker is in any room except a dungeon card’s bottommost room, they choose an adjacent room, following the direction of an arrow pointing away from their current room. If there are multiple arrows pointing away from the room the player’s venture marker is in, they choose one of them to follow. They move their venture marker to that adjacent room.
If a player is instructed to venture into the dungeon while their venture marker is in the bottommost room of a dungeon card, they remove that dungeon card from the game. Doing so causes the player to complete that dungeon (see rule ). They then choose an appropriate dungeon card they own from outside the game, put it into the command zone, and put their venture marker on the topmost room of that dungeon.
Venture into [quality] is a variant of venture into the dungeon. If a player is instructed to “venture into [quality]” while they don’t own a dungeon card in the command zone, they choose a dungeon card they own from outside the game with the indicated quality and put it into the command zone. They put their venture marker on the topmost room of that dungeon. If they already own a dungeon card in the command zone, they follow the normal procedure for venturing into the dungeon outlined in –c.
Find the Path format legality
Constructed
- StandardNot legal
- PioneerLegal
- ModernLegal
- Future StandardNot legal
Eternal
- LegacyLegal
- VintageLegal
- PauperLegal
- PremodernNot legal
- Old SchoolNot legal
- Penny DreadfulNot legal
Commander
- CommanderLegal
- OathbreakerLegal
- Pauper CommanderLegal
- Duel CommanderLegal
- PreDHNot legal
Arena & online
- HistoricLegal
- TimelessLegal
- AlchemyNot legal
- GladiatorLegal
- BrawlLegal
- Standard BrawlNot legal
- Competitive BrawlLegal
Other
- TLRLegal
All printings of Find the Path 11
Cards similar to Find the Path
Careful CultivationEnchantment — Aura
Glittering FrostSnow Enchantment — Aura
Blighted BurgeoningEnchantment — Aura
Gift of ParadiseEnchantment — Aura
New HorizonsEnchantment — Aura
OvergrowthEnchantment — Aura
Weirding WoodEnchantment — Aura
Sheltered AerieEnchantment — Aura
Grafted GrowthEnchantment — Aura
Verdant HavenEnchantment — Aura
Show 20 more similar cards
Nature's EmbraceEnchantment — Aura
Elvish GuidanceEnchantment — Aura
Mark of SakikoEnchantment — Aura
Fertile GroundEnchantment — Aura
Wolfwillow HavenEnchantment — Aura
Dawn's ReflectionEnchantment — Aura
Elemental ResonanceEnchantment — Aura
Urban UtopiaEnchantment — Aura
Utopia VowEnchantment — Aura
Karametra's FavorEnchantment — Aura
Leyline ImmersionEnchantment — Aura
Market FestivalEnchantment — Aura
Shimmerwilds GrowthEnchantment — Aura
Wild GrowthEnchantment — Aura
Unbridled GrowthEnchantment — Aura
Abundant GrowthEnchantment — Aura
Utopia SprawlEnchantment — Aura
Multani's HarmonyEnchantment — Aura
SettlementToken Enchantment — Aura
Tarmogoyf NestKindred Enchantment — Lhurgoyf Aura