First-playtest expedition · revision 2

The Living Dungeon: The Cinder Vault

Four adventurers enter together. The vault answers with a public Reserve, a living bestiary, and a crown that has been waiting for a fifth player—or nobody at all.

Party
60
shared life
Vault
115
gated vitality
Deck
30
Encounter cards
Clock
10
Doom

The raid contract

Rules that fit on the table

The four Magic decks remain separate players with normal hands, mana, battlefields, and turns. Only life and defense are shared.

01

Set the expedition

Start Party Life at 60, Dungeon Vitality at 115, and Doom at 0. Build the Encounter library in four shuffled stage chapters and place its top two cards face up in Reserve.

02

Take six turns

Two adventurers act, then the Dungeon schemes. The other two act, then the Dungeon schemes and assaults. Rotate Lead and advance Doom.

03

Fight one opponent

The Dungeon is the sole opponent. Its Encounter deck is a library, Reserve is a public hand, and its Monsters, Hazards, and Tactics use normal Magic zones.

04

Defend together

The Dungeon d20 selects Focus. During the single assault each round, every Dungeon creature attacks Focus and any untapped adventurer creature may block.

05

Break the gates

Damage and life loss stop at 95, 70, 40, and 20. Excess never carries. The Dungeon is Sealed until its next turn opens the next stage.

06

Beat the clock

Reduce Vitality to 0. The party loses at 0 shared life, 15 shared poison, a draw-from-empty loss, or when a new round would begin at Doom 10.

One expedition round

  1. Initiative position one takes a normal adventurer turn.
  2. Initiative position two takes a normal adventurer turn.
  3. The Dungeon takes a turn.
  4. Initiative position three takes a normal adventurer turn.
  5. Initiative position four takes a normal adventurer turn.
  6. The Dungeon takes a turn.
  7. Advance Doom by one, rotate Lead clockwise, and renumber initiative from Lead.

One Dungeon turn

  1. Ready Dungeon permanents and resolve upkeep abilities. On the first Dungeon turn each round, create one tapped Depth land token; it enters without being played.
  2. If Sealed, reveal and set up the next stage, shuffle that stage's chapter onto the top of the Encounter library, update the vitality ceiling, and remove Sealed.
  3. Roll the Dungeon d20, select Focus from initiative, and resolve the active Room's lair band.
  4. Draw the top Encounter face up to the right side of Reserve.
  5. Cast the oldest castable Reserve card without paying its mana cost and pass priority normally.
  6. Skip combat on the first Dungeon turn. On the second, attack Focus with every able Dungeon creature and let the party block collectively.
  7. Resolve end-step instructions and discard Reserve to four, oldest first.

Fixed first expedition

Three trials. One boss room. Two faces of the crown.

Each Room teaches one layer, then gets out of the way. Room objects cannot be targeted; their Monsters, Hazards, and the Heartbound boss can.

01

Vitality 115 → 95

The Sundered Gate

Every hinge bears twenty scratches. Only nineteen were made by tools.

Setup

  • Create two tapped roombound Cinderling tokens under Dungeon control.
  • Put the Heat tracker at 0. Setup deals no damage.

Room rule

  • This is the teaching Room: no additional static rule.
  • Cinderlings created by setup are roombound.
1
The stones miscount. Tap the Dungeon creature with greatest power. It does not untap during the next Dungeon ready step. If there is no Dungeon creature, the Dungeon loses 2 Vitality.
2–9
A held breath. No additional lair effect.
10–19
Coal through the cracks. If the Dungeon controls fewer than three creatures, create one tapped roombound Cinderling token under Dungeon control. Otherwise, no additional effect.
20
The gate stands up. If the Dungeon controls no Gatekeeper, create one roombound Brass Gatekeeper token under Dungeon control. Otherwise, tap Focus's creature with greatest power.
02

Vitality 95 → 70

The Hall of Borrowed Faces

The mirrors do not show what is. They rehearse what might attack next.

Setup

  • Create one tapped roombound Reflection token under Dungeon control.
  • Reset the Mirror Triggered tracker to 0. Setup deals no damage.

Room rule

  • If Mirror Triggered is 0, the first time an adventurer casts their second spell in one turn this round, create one tapped roombound Reflection token under Dungeon control, then set Mirror Triggered to 1.
  • Reset Mirror Triggered to 0 when Lead rotates.
1
A true reflection. The Dungeon loses 2 Vitality. Focus may scry 1.
2–9
The mirror catches a sleeve. Tap Focus's creature with greatest power.
10–19
A second figure steps out. If the Dungeon controls fewer than four creatures, create one tapped roombound Reflection token under Dungeon control. Otherwise, no additional effect.
20
The hall remembers the vanguard. If the Dungeon controls fewer than four creatures and the party controls a creature, create one tapped roombound Borrowed Reflection token using the current Vanguard. If the party controls no creature, create one tapped roombound 2/2 Reflection token instead. Otherwise, tap Focus's creature with greatest power if able.
03

Vitality 70 → 40

The Furnace Span

Below the bridge, discarded futures burn without smoke.

Setup

  • Create one tapped roombound Furnace Brute token under Dungeon control.
  • Set Heat to 1. Setup deals no damage.

Room rule

  • At the beginning of each Dungeon turn after opening the way, increase Heat by one to a maximum of 4.
  • After Dungeon combat, the Dungeon deals damage equal to Heat to Focus.
  • The first time each round an adventurer keeps a natural 20 for a printed Magic d20 instruction, reduce Heat by one to a minimum of 0. Dungeon rolls do not qualify.
1
A cool seam. Reduce Heat by one to a minimum of 0.
2–9
The chain holds. No additional lair effect.
10–19
Vent flare. The Dungeon deals 2 damage to Focus.
20
The span buckles. Advance Doom by one and create one tapped roombound Cinderling token under Dungeon control.
04

Vitality 40 → 0

The Heart of the Vault

The crown was never treasure. It was a lock waiting for a head.

Setup

  • Put Vhal-Kez, Bound Warden onto the Dungeon battlefield.
  • Create one tapped roombound Cinderling token under Dungeon control. Setup deals no damage.

Room rule

  • Use the boss phase whose vitality range contains current Dungeon Vitality.
  • At 20 Vitality, set Sealed. When the next Dungeon turn opens the way, set Bound Warden aside as a scenario action and put Crown Unbound onto the battlefield untapped as a new object. Clear damage and counters, detach attachments, and prevent it from attacking that turn unless it gains haste.
1
A flaw in the crown. Tap Vhal-Kez. It does not untap during this Dungeon turn, and it cannot attack this turn.
2–9
The heart listens. No additional lair effect.
10–19
An ember takes shape. If the Dungeon controls fewer than four creatures, create one tapped roombound Cinderling token under Dungeon control. Otherwise, Vhal-Kez gets +2/+0 until end of turn.
20
The crown speaks twice. After the normal Scheme step, draw and cast one additional castable Encounter this Dungeon turn.
B1

Boss profile · Vitality 40 → 20

Vhal-Kez, Bound Warden

{8} · Legendary Creature — Dragon Construct Boss · 8/8

Flying, heartbound. Whenever this creature attacks, create a tapped and attacking Cinderling token attacking the defending player. Exile that token at end of combat.

A dragon-shaped brass warden whose ribs surround an ember-red d20; in the second phase the crown unfolds into burning wings.

B2

Boss profile · Vitality 20 → 0

Vhal-Kez, Crown Unbound

{10} · Legendary Creature — Dragon Construct Boss · 11/10

Flying, trample, heartbound. Whenever this creature attacks, it deals 2 damage to the defending player.

A dragon-shaped brass warden whose ribs surround an ember-red d20; in the second phase the crown unfolds into burning wings.

The 30-card Dungeon deck

Every threat is public metadata

Stage 1 begins as the library. Keep the other shuffled chapters face down; when a stage opens, put its chapter on top of the existing library so its threats arrive on time.

Monsters · 12 cards

Cinderling Skirmisher

3× · {2}

Creature — Elemental Minion · 2/1

Haste. When this creature dies, it deals 1 damage to target opponent.

It has never won a duel. It has ended several expeditions.

Automa · active-or-focusCast as the oldest legal Reserve card. Its death trigger uses the active-or-Focus protocol.Fallback: Use the next legal adventurer in initiative order.

Stage 1 · either Dungeon turn

Brass Gatekeeper

2× · {4}

Artifact Creature — Golem Minion · 4/5

Reach. This creature can block an additional creature each combat.

Its keyhole is on the inside.

Automa · noneOn blocks, apply the blocking protocol twice.Fallback: Cast without a target.

Stage 1 · either Dungeon turn

Mirror Shade

2× · {3}

Creature — Reflection Minion · 3/3

Flying. Whenever an opponent casts their second spell each turn, put a +1/+1 counter on this creature.

It learns a gesture sooner than its owner does.

Automa · noneCount spells separately for each opponent.Fallback: Cast without a target.

Stage 2 · either Dungeon turn

Furnace Brute

2× · {6}

Creature — Elemental Giant Minion · 6/5

Trample. Whenever this creature attacks, it deals 1 damage to the defending player.

Every link in its chain was once a door hinge.

Automa · focusResolve the attack trigger as one damage packet.Fallback: Use the next legal adventurer in initiative order.

Stage 3 · either Dungeon turn

Vault Drake

2× · {5}

Creature — Drake Minion · 5/4

Flying, ward {2}. Whenever this creature deals combat damage to a player, its controller draws a card.

It hoards unopened possibilities.

Automa · noneA Dungeon draw enters Reserve face up.Fallback: Cast without a target.

Stage 3 · either Dungeon turn

Ashen Hexer

1× · {4}

Creature — Warlock Minion · 2/4

Menace. When this creature enters, choose target opponent. Until your next turn, the first noncreature spell that player casts costs {2} more to cast.

It burns the word just before you speak it.

Automa · focusAnnounce Focus before this spell resolves.Fallback: Use the next legal adventurer in initiative order.

Stage 2 · either Dungeon turn

Hazards · 6 cards

Grasping Chains

2× · {3}

Artifact — Hazard

At the beginning of combat on your turn, tap target creature an opponent controls with greatest power among creatures they control.

They pull hardest on whoever looks most ready.

Automa · vanguardUse the public Vanguard tie-break protocol.Fallback: If there is no legal creature, this ability does nothing.

Stage 1 · either Dungeon turn

Furnace Vent

1× · {3}

Artifact — Hazard

At the beginning of combat on your turn, this artifact deals 2 damage to target opponent.

The warning rune is on the side facing the flame.

Automa · focusResolve the damage as one packet.Fallback: Use the next legal adventurer in initiative order.

Stage 3 · either Dungeon turn

Mirror Engine

1× · {4}

Artifact — Hazard

Whenever one or more nontoken creatures enter under an opponent's control, if this ability has not triggered this round and this artifact's controller controls fewer than four creatures, create a Mirror Spark token. This ability triggers only once each round.

It records arrivals, then sends a correction.

Automa · noneTrack one trigger per expedition round. A token it creates is a normal token, not roombound.Fallback: Cast without a target.

Stage 2 · either Dungeon turn

Choking Smoke

1× · {4}

Enchantment — Hazard

Creatures your opponents control enter the battlefield tapped.

Nothing enters the vault at a run twice.

Automa · noneApply to every opposing adventurer separately.Fallback: Cast without a target.

Stage 2 · either Dungeon turn

Portcullis of Teeth

1× · {5}

Artifact — Hazard

Creatures your opponents control get -1/-0 and lose trample.

The bars are spaced for hope, not bodies.

Automa · noneContinuous effect; do not alter printed power.Fallback: Cast without a target.

Stage 3 · either Dungeon turn

Tactics · 12 cards

Rouse the Rabble

1× · {3}

Sorcery — Dungeon Tactic

Create two Cinderling tokens.

The smallest doors open first.

Automa · noneTokens are not roombound unless the active Room says otherwise.Fallback: Create the tokens without a target.

Stage 1 · either Dungeon turn

Raise the Gate

1× · {4}

Sorcery — Dungeon Tactic

Create a 4/5 colorless Gatekeeper artifact creature token with reach and ‘This creature can block an additional creature each combat.’

The door has decided to defend itself.

Automa · noneApply the blocking protocol twice for the token.Fallback: Create the token without a target.

Stage 1 · either Dungeon turn

Stonefall

1× · {3}

Sorcery — Dungeon Tactic

This spell deals 5 damage to target opponent. That player may tap two untapped creatures they control. If they do, prevent 3 of that damage.

The ceiling asks for two hands or five bones.

Automa · focusAn adventurer decides whether to tap their creatures. If the Dungeon is targeted, it taps its two lowest-power untapped creatures when able.Fallback: Use the next legal adventurer in initiative order.

Stage 1 · either Dungeon turn

Break the Formation

1× · {4}

Sorcery — Dungeon Tactic

Choose target opponent. Tap up to two target creatures that player controls and put a stun counter on each of them. If no creature was tapped this way, that player loses 4 life.

The vault does not need to defeat a line it can interrupt.

Automa · focus-two-vanguardsChoose Focus, then its two greatest-power legal creatures.Fallback: Focus loses 4 life if no legal creature is available.

Stage 2 · either Dungeon turn

Mirror the Vanguard

1× · {5}

Sorcery — Dungeon Tactic

Choose one — Choose a nonlegendary creature an opponent controls. Create a Mirrored Vanguard token using that creature's name and creature types. Exile it at the beginning of the next end step; or create two Cinderling tokens.

The hall signs its copies in someone else's hand.

Automa · party-nonlegendary-vanguard-choiceUse the first mode and choose the greatest-power nonlegendary creature across the party; otherwise use the second mode.Fallback: Choose the two-Cinderling mode if the party controls no nonlegendary creature.

Stage 2 · second-dungeon-turn

Scorch the Ranks

1× · {5}

Sorcery — Dungeon Tactic

This spell deals 2 damage to each creature your opponents control and 3 damage to target opponent.

The flame measures formations, not courage.

Automa · focusThe creature damage affects all four opposing battlefields; the player damage affects Focus once.Fallback: Use the next legal adventurer in initiative order.

Stage 3 · either Dungeon turn

Claim the Vanguard

1× · {5}

Sorcery — Dungeon Tactic

Choose one — Gain control of target noncommander creature an opponent controls until end of turn. Untap it. It gains haste until end of turn and attacks that opponent this turn if able; or target opponent loses 4 life.

For one heartbeat, the bravest shadow points home.

Automa · focus-vanguard-noncommanderUse the first mode on the greatest-power legal noncommander creature Focus controls; otherwise use the second mode. The stolen creature attacks Focus during Dungeon combat.Fallback: Choose the life-loss mode targeting Focus if Focus controls no legal noncommander creature.

Stage 2 · second-dungeon-turn

Smother the Spark

1× · {4}

Sorcery — Dungeon Tactic

Until your next turn, the next spell each opponent casts costs {1} more to cast. After this cost applies to a player's spell, it no longer applies to that player.

The air remembers every syllable and charges rent.

Automa · noneTrack the effect separately for each opponent. If an adventurer controls it, at most the next Dungeon spell is taxed.Fallback: Resolve without a target.

Stage 2 · either Dungeon turn

Demand Tribute

1× · {4}

Sorcery — Dungeon Tactic

Target opponent sacrifices a nonland permanent. If that player can't, they lose 6 life.

The vault accepts anything you planned to need later.

Automa · focusThe targeted adventurer chooses the permanent they sacrifice. If the Dungeon is targeted, use the automa sacrifice protocol.Fallback: Use the next legal adventurer in initiative order.

Stage 4 · either Dungeon turn

The Hall Hunts Back

1× · {4}

Instant — Dungeon Tactic

Choose one — Return target nonland permanent an opponent controls to its owner's hand. Its controller creates a Reflection token; or create two Cinderling tokens.

The missing shape is filled before anyone can object.

Automa · anchorUse the first mode on Focus's highest-mana-value legal nonland permanent; otherwise use the second mode.Fallback: Choose the Cinderling mode if no opponent controls a legal nonland permanent.

Stage 2 · either Dungeon turn

Feed the Heart

1× · {6}

Sorcery — Dungeon Tactic

Target opponent loses 6 life and you gain 6 life.

The ember knows only exchange, never mercy.

Automa · focusDungeon life gain cannot exceed the current stage ceiling.Fallback: Use the next legal adventurer in initiative order.

Stage 4 · either Dungeon turn

No Safe Ground

1× · {5}

Sorcery — Dungeon Tactic

Creatures you control get +2/+0 and gain menace until end of turn.

Every route becomes a charge lane when the floor tilts.

Automa · noneCast before Dungeon combat; apply to creatures that enter later this turn.Fallback: Resolve without a target.

Stage 4 · second-dungeon-turn

Fifth player optional

The vault can run itself

A Dungeon Steward narrates these deterministic choices. Without a fifth player, the adventurer clockwise from Focus performs the same script.

Focus d20

1–5
Initiative one
6–10
Initiative two
11–15
Initiative three
16–20
Initiative four

Set Focus to Lead at setup. Each roll replaces it until the next roll. Target legality never changes the roll; a specific effect moves clockwise only when needed.

Cast and target

Draw face up and cast the oldest castable card. A second-turn Tactic waits through the first Dungeon turn. Every card prints its target protocol, casting instruction, and legal fallback below.

Block in public

Process blockers by power, toughness, mana value, token status, then name. Kill the greatest-power attacker possible; spread single blockers before double-blocking.

Director variant

After one baseline game, a dedicated fifth player may choose Reserve cards, legal targets, and blocks. Three Omen markers each cycle one Reserve card. The Director never sees hero hands or invents effects.

Scenario keywords

Focus

The adventurer selected by the latest Dungeon d20 for attacks and first target attempts. Set to Lead during setup and retain until the next Focus roll.

Sealed

The current vitality floor was reached. Dungeon Vitality cannot change until the next Dungeon turn opens the next stage.

Roombound

Put this Dungeon permanent into its owner's graveyard when the current Room is completed.

Heartbound

This boss cannot change controllers or be copied. If it would leave the battlefield, instead tap it and remove all damage marked on it. The first time this happens each expedition round, the Dungeon also loses 8 gated Vitality; further attempts that round cause no Vitality loss. Reset when Lead rotates.

Dungeon roll

A scenario d20 roll made by the Dungeon. Adventurer replacement and reward effects neither modify nor trigger from it.

Collective block

Any untapped creature controlled by an adventurer may block a Dungeon creature attacking Focus. Control does not change.

Target protocols

None

The object needs no target. Follow its printed choices and casting note.

Focus

Try Focus, then the remaining adventurers clockwise in initiative order if the specific spell or ability cannot legally target Focus.

Active or Focus

During an adventurer turn use the active adventurer; during a Dungeon turn use Focus; then move clockwise if illegal.

Commander

Choose a legal designated commander controlled by Focus; otherwise use Anchor.

Anchor

Choose Focus's legal nonland permanent with greatest mana value.

Vanguard

Choose the party's legal creature with greatest power.

Engine

Choose the party's legal permanent with a repeatable activated or triggered ability, then greatest mana value.

Supply

Choose the party's legal artifact or enchantment with greatest mana value.

Weak point

Choose Focus's legal permanent with lowest mana value.

Focus's two Vanguards

Choose Focus and its two legal creatures with greatest power, choosing two creatures whenever able.

Focus Vanguard, noncommander

Choose Focus's legal noncommander creature with greatest power.

Party nonlegendary Vanguard choice

Choose the party's nonlegendary creature with greatest power. This is not a target when the Encounter says choose.

Expedition ledger

Party Life

0–999 · start 60

Shared by all four adventurers with no life-gain cap. Apply prevention and damage identity before changing it.

Dungeon Vitality

0–115 · start 115

Floors at 95, 70, 40, 20, and 0. Excess does not cross a gate.

Doom

0–10 · start 0

Advance after the second Dungeon turn each round and when instructed. Doom 10 allows the current round to finish, then collapses the vault.

Heat

0–4 · start 0

Used only on the Furnace Span. Reset to 0 when that Room ends.

Depth lands

0–14 · start 4

Create one tapped Depth land token during the first Dungeon turn each round. The Dungeon never taps Depths for mana.

Sealed

0–1 · start 0

While 1, Dungeon Vitality cannot change. The next Dungeon turn opens the new stage.

Heartbound used

0–1 · start 0

Reset when Lead rotates. Only the first Heartbound replacement each expedition round removes Vitality.

Mirror Triggered

0–1 · start 0

Used only in the Hall. Reset when Lead rotates.

Lead

mathise-surge-channeler · delina-wild-mage · vrondiss-rage-of-ancients · wyll-blade-of-frontiers

Rotate clockwise after the second Dungeon turn and renumber initiative from this seat.

Focus

initiative-1 · initiative-2 · initiative-3 · initiative-4

Begin at Lead. Dungeon d20: 1-5, 6-10, 11-15, and 16-20 replace it with positions one through four until the next roll.

Reserve slots

0–30 · start 2

Face-up ordered Dungeon hand, oldest left. It may overflow; discard from the left to four only during Dungeon cleanup.

Review and reproduce

The whole prototype is downloadable

Printing is intentionally deferred. These renderer-independent sources contain the exact rule sheet, operator guide, card metadata, and all four simulation loops.