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

Scryfall · EDHREC

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.

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

Cards with the same role that fit in the same deck.