- Commander Nexus
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- Zalto, Fire Giant Duke
Command zone
Zalto, Fire Giant Duke
Legendary Creature — Giant Barbarian
Zalto wants a deck that explores dungeons for a reward in every room. It also suits a deck that hurts its own creatures on purpose to set off their abilities.
- Mana cost
- Red ()
- Power / toughness7 / 3
- RarityRare
Trample
Whenever Zalto is dealt damage, venture into the dungeon. (Enter the first room or advance to the next room.)
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Cards That Fit Zalto, Fire Giant Duke
Picked for what they do in Zalto's deck. When two cards do the same job, the one with the lower comes first. All of them fit Zalto's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.
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Rulings for Zalto, Fire Giant Duke
explain how Zalto works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary
A player may only have one dungeon in the command zone at a time.
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.
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.
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.
If Zalto is dealt damage by multiple sources at the same time (usually creatures blocking it), you will only venture into the dungeon once.
If Zalto is dealt lethal damage, you will still get to venture into the dungeon.
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.
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.
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.
You can only move forward (well, downward) in a dungeon, never backwards or sideways.
12 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗
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