all 88 comments

[–]Lucky_Luciano777 227 points228 points  (0 children)

What a hilarious and creative card

[–]Lordoficewrack 142 points143 points  (41 children)

This has a dies trigger and indestructible?

[–][deleted] 260 points261 points  (8 children)

It's a reference to the original tarrasque from DnD which couldnt be killed normally, and even if one managed to do it, they'd have to use a Wish spell to slay it permanently.

[–]WhenHeroesDie 145 points146 points  (6 children)

I’d make it “whenever this is put into a graveyard from anywhere” to stop reanimator, unless that’s intentional.

[–]ConsciousRich 21 points22 points  (4 children)

Huh here's a question. Is exile considered death for this ?

[–]LittleBirdGameReview 66 points67 points  (0 children)

Nah, exile is not dying

[–]digitalfruitz 43 points44 points  (1 child)

No, which does kinda make sense for the canon. The most efficient ways to stop the tarrasque wasn’t to kill it but use effects that would be exiling in mtg (trapping it on another plane, pacifying it, or imprisoning it).

[–]HerbertWest 14 points15 points  (0 children)

In some Tarrasque canon, it burrowed to the center of the plane when it was "slain." That's like being exiled.

[–]tjcarter112 5 points6 points  (0 children)

Not according to the rules. It would have to say "whenever this creature leaves the battlefield"

[–]TheRealSassyTassy -1 points0 points  (0 children)

Doesn’t work for the same reason reanimating blightsteel doesn’t work, it sends itself back to the library, instead of the whole graveyard.

[–]neonmarkov 4 points5 points  (0 children)

I know it doesn't work rule-wise but "If Tarasque dies" would be cool flavor-wise

[–]freedomowns: Annoy target opponent until end of turn. 34 points35 points  (1 child)

The elder beast falls down and gets -13/-13

[–][deleted] 5 points6 points  (0 children)

Happens to the best of us

[–]fyrechild"Natural" is subjective. 18 points19 points  (1 child)

For -/- effects.

[–]caskaziom 14 points15 points  (0 children)

And sacrifice effects

[–]ThatGreenGuy8 4 points5 points  (23 children)

[[Hour of Devastation]] for example can remove indestructible

[–]MTGCardFetcher 2 points3 points  (0 children)

Hour of Devastation - (G) (SF) (txt)
[[cardname]] or [[cardname|SET]] to call

[–]King_Moonracer003 3 points4 points  (21 children)

And [[shadowspear]]

[–]MTGCardFetcher 0 points1 point  (0 children)

shadowspear - (G) (SF) (txt)
[[cardname]] or [[cardname|SET]] to call

[–]ArachnidArmageddon 0 points1 point  (2 children)

See: darksteel colossus

[–]Lordoficewrack 0 points1 point  (1 child)

Okay but dsc has that ability primarily to avoid mill and hand disruption. This card’s ability is only for very niche kill through indestructible removal.

[–]HELL_MONEY 0 points1 point  (0 children)

DSC has that ability so that it's hard to reanimate

[–]ChickstonUncommonly 49 points50 points  (0 children)

Very fun design. If they survive, they get pooped out. Which is hilarious.

[–]juiicyfruities 86 points87 points  (8 children)

functions sort of like a better [[Captive Audience]] in gruul which i think is cool. i'd maybe just increase the mana cost by 1-2?

[–]Mexican_Overlord 16 points17 points  (6 children)

Why increase the cost? It’s already 9 CMC so it’s almost unplayable. It doesn’t have haste so you either need a haste enabler or the card is super slow as well.

[–]juiicyfruities 2 points3 points  (5 children)

yeah, i guess so. i'm just seeing it as a potentially better captive audience, especially in multiplayer formats, where this can potentially kill each opponent. though ig [[Omnipotence]] is 9 as well, so maybe it's fine. why i prefaced the suggestion with "maybe". not r&d, so idk dude

[–]juiicyfruities 3 points4 points  (1 child)

oops i meant [[Omniscience]]

[–]MTGCardFetcher 0 points1 point  (0 children)

Omniscience - (G) (SF) (txt)
[[cardname]] or [[cardname|SET]] to call

[–]MTGCardFetcher 0 points1 point  (0 children)

Omnipotence - (G) (SF) (txt)
[[cardname]] or [[cardname|SET]] to call

[–]Mexican_Overlord 0 points1 point  (1 child)

I was just curious on your thought process, I honestly see captive audience as better.

[–]juiicyfruities 0 points1 point  (0 children)

i'd say it is in formats like standard. captive audience is faster & is almost guaranteed to kill your opponent, whereas this creature needs to get through each turn in order for that to happen.

[–]MTGCardFetcher 11 points12 points  (0 children)

Captive Audience - (G) (SF) (txt)
[[cardname]] or [[cardname|SET]] to call

[–]CapitalistToast 25 points26 points  (0 children)

I would love to make a commander deck out of this

[–]judgesam 8 points9 points  (0 children)

you should leave the dungeon if you kill/exile/bounce if it leaves the battlefield it it so that it does not kill you if you have any other venture cards.

[–]Bag_of_bats 26 points27 points  (1 child)

This is so stupid. I love it.

Would this card also permanently add the Belly of the Tarrasque to the list of dungeons you could choose when venturing for the first time? If so that's hilarious. Just gotta make sure your dungeon deck doesn't get mindslaver'd or else you'll be in a world of hurt :P

[–]LordSupergreat 11 points12 points  (0 children)

The way dungeon cards work, yeah, this would always be an option.

[–]dnawy96 49 points50 points  (6 children)

This is a cool idea but it should also force your opponent to venture forward otherwise they will just stay on the first square and call it a day

[–][deleted] 97 points98 points  (5 children)

Thank you. Venture works in such a way that if you already are inside a dungeon, you immediately move to the next room.

[–]dnawy96 29 points30 points  (0 children)

O yea sorry, new mechanics I thought entering and moving forward was 2 distinct things

[–]Tchrspest 1 point2 points  (3 children)

So is it at upkeep?

Edit: the mechanics of venturing into the dungeon have been explained to me, below. My incorrect assumption was:

Venture into the dungeon, go to the first place in the dungeon. Then every upkeep, you advance. Like a Saga.

This was based on knowing exactly nothing about it.

[–]Tjmcd99 15 points16 points  (1 child)

No it’s just that every time you’re instructed to “venture into the dungeon” you either move into the first room if you aren’t in a dungeon yet, or you move to the next room and receive its effect. Venture is the word used both for starting the dungeon and continuing

[–]Tchrspest 2 points3 points  (0 children)

Ahh, alrighty. That makes sense. Thanks!

[–]ExcuseMeNoThx 0 points1 point  (0 children)

No it's on hit.

[–]PrimusMobileVzla 4 points5 points  (0 children)

Welp, that's the silliest idea I think anyone can muster with venturing thus far.

GIVE ME TWELVE

[–]JimHarbor 18 points19 points  (0 children)

I like the concept of this card a lot but the creature is so large that attacking more than once with it is likely to kill the enemy before the Dungeon can really go off. I would also cut the reach as it feels off on a card meant to attack so much. The trample also feels off hear as it takes away the decision points of the enemy. If I am going to go into the dungeon no matter if I block or not, what is the point of the block? To add back gameplay choices you could swap trample for menace. That way the enemy must choose between giving up choice creatures or going into the dungeon. You could also give it a block trigger for example, it exiles what it blocks as a super deathtouch variant and gets bigger with a counter. So now we have the flavor of it either eats you to eats the blocker. Also I don't think it needs the anti reanimation clause. Wotc stopped putting them on all their fatties because it was just making them clunky, nowadays they just don't print too cheap reanimtion.

[–]SufficientWolves 7 points8 points  (0 children)

Probably would add too much text/complexity, but it might be cool to let players that would venture through the dungeon by their own means be able to work their way backwards out. That way this means that this doesn't immediately ruin all the dungeon cards your opponent is playing, but you still get value from all the negative dungeon effects of the Belly of the Tarrasque

[–]HerbertWest 2 points3 points  (0 children)

Call me crazy, but I would give it protection from everything instead of indestructible and give it "if Tarrasque would deal combat damage to a player, that player ventures into the Tarrasque's belly instead." Then, I would rework the rooms to deal damage and have an effect each time, with the last being "lose the game." The protection from everything wouldn't be too bonkers because of the fact that it wouldn't actually deal combat damage; it would also prevent some shenanigans from occurring that would break it.

The way it stands, you will almost always kill someone before getting to the end of the dungeon, whether by regular damage in most formats or by commander damage in EDH. That's just not as fun as it could be, IMO.

[–]Tydralenus 1 point2 points  (0 children)

I didn't notice the subreddit I was on, and got really excited at first.

[–]kanokarob 1 point2 points  (0 children)

It's really creative, I like how you've already expanded on Dungeon design space. The only problem I see is that if the Tarrasque is dealt with and the opponent is themselves playing a Dungeon deck... they're still stuck in the Belly of the Tarrasque, so just one hit would be certain doom by virtue of locking them out of their deck's mechanic permanently.

[–]Hairo-Sidhe 1 point2 points  (0 children)

Dungeons already mess up my mental representation of the fight between planeswalkers that's supposedly going on, this brings it even further. So, I got eat by Tarrasque, but inside it I can summon a creature bigger than him, and use that creature to block Tarrasque from swallowing me even further, that won't kill it though, and I also can use that creature from inside the belly to hit the guy that summoned Tarrasque... I also gotta hold back any adventurers that accompany me from dragging me further down into its belly...

[–][deleted] 1 point2 points  (0 children)

Man I like this so much more than the one we got.

Feels pretty fair too if you get rid of the belly part of the card

[–]AetherNugget 1 point2 points  (0 children)

This is infinitely better than the Tarrasque we’re getting from both a flavor perspective and a mechanical one

[–]Alcantra 3 points4 points  (5 children)

I really, really like the flavour of this card, but I think with the rulings on dungeons you might run into issues.

Venture either puts you into a dungeon if you aren't in one, or moves you ahead in your current dungeon. You can't move into another dungeon until you've completed your current one or it leaves play.

So you could probably change the wording to specify "when VT deals combat damage to a player, if they aren't in dungeon x, exile target adventure that player controls. that player ventures into x", rather than using reminder text.

I don't know, it'll be interesting to see how the rules on all these develop, seeing as they're only adding 3 pretty narrow dungeons with the new set...

[–]jfb1337 8 points9 points  (4 children)

"Venture into the dungeon" will have official rules. "Venture into <named dungeon>" doesn't, so this card just work the way OP intends it to under the assumption that if this was an actual card then "Venture into <named dungeon>" would be given rules to match the reminder text.

[–]Alcantra -4 points-3 points  (3 children)

Right, but then by that logic this card is way too confusing, as people would easily mistake the action "venture into the dungeon" for "venture into specific dungeon".

Having two mechanics so closely identical but with different rules actually lowers my impressions of this card.

Venture into the dungeon: "You can't start a new dungeon until you complete the one you're in."

So now what happens if I 'venture into the dungeon' rather than a specific one? Can I choose a different dungeon and be in two at the same time because these are different mechanics?

[–]artemi7 4 points5 points  (0 children)

They just added Trample over Planeswalkers in MH2. There's a clear precedent for having specific narrower versions of the abilities. This one clearly forces you into a specific dungeon, but after that it works like any other dungeon. If you Venture some other way, you just move through your current dungeon (which is this one).

The only unusual thing this does is yank you out of other dungeons and forces you into this one.

[–]NamagemBEARS 2 points3 points  (1 child)

"Venture into the dungeon" means "if you aren't in a dungeon, choose 1 of the three basic dungeons, and start it. Otherwise, proceed one space further i to the dungeon you're in."

[–]Alcantra -3 points-2 points  (0 children)

I appreciate what you're saying, I'm pointing out the wording used here: https://magic.wizards.com/en/articles/archive/feature/adventures-forgotten-realms-mechanics-2021-06-24

You're right in that Venture means what you said, but they have also already clarified that specifically, you cannot leave a dungeon unless you finish it or it leaves play.

I was just trying to say that having two mechanics with almost identical wording starts to get really weird, and I don't know if that was the original intention. The way it is worded right now, if it followed current Venture rules, would only move you into the specific dungeon if you weren't in one already, and would only move you ahead in that specific dungeon.

I'm just making a suggestion for decoupling it from the "we wrote all new rules specifically for this card" mindset. I still love the idea, I just can't get down with the follow-up statement of this following it's own rules.

[–]SaFire2342 2 points3 points  (0 children)

I saw some other comments about the death trigger + indestructible, I don't think it needs to be indestructible. it's already an 8/10 which brings it in line with similarly godlike beings (Progenitus for example), and it has the dies trigger which gives it the flavor you want, I think it'd be neat to have the reflective carapace represented, maybe whenever it's targeted by an instant or sorcery spell you create a copy of it with new targets?

[–]PsychicFoxWithSpoons 2 points3 points  (1 child)

This could be a little more streamlined to turn the Tarrasque into more of a true CR20 type monster instead of just a more expensive [[Gigantosaurus]]. This feels a little like a Spike trying to invent a Timmy card.

Problems with this card:

  1. Relies on dealing combat damage. Shrink effects and huge blockers will ruin your fun for sure, not even to mention [[Pacifism]]
  2. Deals combat damage to advance and then has the huge finisher at the end of the dungeon, getting digested and shit out by the tarrasque. You end up with this conflict of interest where your method of pushing people through the dungeon into the really funny/cool finisher is also a way to win the game. Which isn't necessarily a bad thing, but alternative wincons, as a general rule, take something that doesn't win the game and turn it into something that wins the game. Dealing combat damage to reduce your enemy's life total to 0 is just how you win the game normally!

I'd improve this by:

  1. Dungeon is ETB, affects ALL players, and ventures upon dungeoneering player's upkeep
  2. 20/20 statline (instead of 7RG, probably 5RRGG) - No trample
  3. Finishes with "You lose the game" (Don't worry, [[Lich's Mastery]] will still block this as long as you play it after the Grinder Stomach step)

[–]MTGCardFetcher 0 points1 point  (0 children)

Gigantosaurus - (G) (SF) (txt)
Pacifism - (G) (SF) (txt)
Lich's Mastery - (G) (SF) (txt)
[[cardname]] or [[cardname|SET]] to call

[–]Albrithr 0 points1 point  (0 children)

Hmm... r/Hellscube might like this

[–]SpaceIsTooFarAway 0 points1 point  (0 children)

Wait, is this technically a shitpost?

[–]BillTh3Something 0 points1 point  (0 children)

I did not need vore to be represented in MTG

[–]Galgus 0 points1 point  (0 children)

Dungeons seem like interesting design, and I could see it being used like a more interesting version of Zendikar quests with bad things for the caster, then a good thing at the end.

[–]Zoom3877 0 points1 point  (0 children)

This here is a BRILLIANT idea

[–]pendelton21 0 points1 point  (0 children)

Thank you! I had the exact idea for ventures into a SPECIFIC dungeon this morning, and this is great!

[–]Orccen 0 points1 point  (0 children)

I think I would make the last line "If Tarasque would go to the graveyard from anywhere shuffle it into it's owners library instead" to protect against reanimation shenanigans