
+1: Venture into the dungeonVenture into the dungeonEnter the first room or advance to the next room.. (Enter the first room or advance to the next room.)
−2: Look at the top six cards of your library. You may reveal a creature card from among them and put it into your hand. If it's legendary, you gain 3 life. Put the rest on the bottom of your library in a random order.
−7: You get an emblem with "Creatures you control have trample and haste and get +2/+2 for each differently named dungeondungeonA dungeon is a special card kept outside your deck. Each time you venture into the dungeon you enter its first room or move on to the next, and that room's ability triggers. Reaching the last room completes it. you've completed."
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.