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You have hexproof. (You can't be the target of spells or abilities your opponents control.)
Each opponent can't venture into the dungeonventure into the dungeonEnter the first room or advance to the next room. more than once each turn.
Hover an underlined rule to see what it means.
Read from the rules text. A card that enables a keyword makes or is the thing; a card that rewards it gets better when you have it. Two cards interact when one enables what the other rewards.
This card refers to dungeons. These are the dungeon cards you can venture into; taking the initiative always uses Undercity. Dungeons sit outside your deck, so you don't need to add them to it.