Card
Zalto, Fire Giant Duke
Mana cost {3}{R}{R}
Legendary Creature — Giant Barbarian 7/3
Trample Whenever Zalto is dealt damage, venture into the dungeon. (Enter the first room or advance to the next room.)
Part of 1 known combo, one of them two-card. 12 official rulings.
- Commander
- Legal
- Printing
- Rare · AFR · #171
- Cheapest printing
- €0.15
- EDHREC salt
- 0.29
- Color identity
- Red
- Keywords
- Trample, Venture into the dungeon
Bracket
- B1 Exhibition — Not in the same deck as its two-card combo partner: Blazing Sunsteel
- B2 Core — Not in the same deck as its two-card combo partner: Blazing Sunsteel
- B3 Upgraded — Not in the same deck as its early two-card combo partner: Blazing Sunsteel
- B4 Optimized — allowed: No restriction beyond the banned list
- B5 cEDH — allowed: No restriction beyond the banned list
Why
- Two-card combo with Blazing Sunsteel (early with Blazing Sunsteel)
How Lotus Vault estimates a bracket
Bracket: Lotus Vault analysis, with Commander Spellbook flags
Combos
1 known combo, one of them two-card.
- Zalto, Fire Giant Duke + Blazing Sunsteel
Produces: Infinite damage, Infinite ventures into the dungeon, Infinite card draw
View on Commander Spellbook
Combos: Commander Spellbook
Rulings
- 2021-07-23 · Wizards of the Coast
If Zalto is dealt damage by multiple sources at the same time (usually creatures blocking it), you will only venture into the dungeon once. - 2021-07-23 · Wizards of the Coast
You can only move forward (well, downward) in a dungeon, never backwards or sideways. - 2021-07-23 · Wizards of the Coast
Moving into a dungeon room will cause its room ability to trigger. - 2021-07-23 · Wizards of the Coast
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. - 2021-07-23 · Wizards of the Coast
Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game. - 2021-07-23 · Wizards of the Coast
If Zalto is dealt lethal damage, you will still get to venture into the dungeon. - 2021-07-23 · Wizards of the Coast
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. - 2021-07-23 · Wizards of the Coast
Dungeons are removed from the game as a state-based action. - 2021-07-23 · Wizards of the Coast
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. - 2021-07-23 · Wizards of the Coast
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. - 2021-07-23 · Wizards of the Coast
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. - 2021-07-23 · Wizards of the Coast
A player may only have one dungeon in the command zone at a time.
Rulings: Scryfall · Wizards of the Coast