He has average health, average mana gains with an unbalanced spread, and average deck limits.
Dungeon Master's abilities are all tied to his Planeswalker support, which grants powerful bonuses every turn, their strength increasing each time he Ventures into the Dungeon or Rolls a D20. He can also draw cards, gain mana, buff his creatures and supports, and fetch cards into play to form a Party.
Stats
Dungeon Master - level 60
Mana bonus
Deck limits
Health
Leveling cost
+5
+5
-2
-2
+2
0
6
7
6
112
160,720
All level details 1-60
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Level
cost
Mana bonus
Deck limits
Health
Abilities
1
2
3
1-5
1220
+2
+2
-2
-2
-2
0
3
4
3
32
3
5
3
35
+2
+2
-2
-2
-1
0
38
6-10
4580
41
3
5
4
44
11-15
9260
47
+4
+2
-2
-2
-1
0
50
4
5
4
53
16-20
15640
+4
+3
-2
-2
-1
0
56
21-25
23690
59
4
6
4
62
+4
+3
-2
-2
+1
0
65
26-30
33380
69
4
6
5
72
31-35
44660
75
+4
+3
-2
-2
+2
0
78
5
6
5
36-40
57530
81
84
41-45
71960
87
5
7
5
90
+4
+5
-2
-2
+2
0
93
46-50
87920
96
5
7
6
99
51-55
112320
102
6
7
6
105
56-60
160720
108
+5
+5
-2
-2
+2
0
112
Abilities
A Campaign Starts
When you activate a Loyalty ability: If you don't control a card named "Dungeons &...", create a "Dungeons &..." Token [4 shield with "Venture into the Dungeon or Roll a D20: Increase this card's Level by 2. At the end of your opponent's turn: Draw a card. If this support has the Wealth emblem: You gain X mana. If this support has the Challenge emblem: You gain X life. If this support has the Heroism emblem: Your first creature gets +X/+X. X is equal to this card's Level."].
Roll a D20. 1 - 15: Spell cards in your hand gain 6 mana. 16 - 20: Spell cards in your hand gain 6 mana. Then: Your "Dungeons & ..." support gains the Challenge emblem.
26-39
12
Roll a D20. 1 - 15: Spell cards in your hand gain 6 mana. 16 - 20: Your first creature gets +5/+5. Then: Your "Dungeons & ..." support gains the Challenge emblem.
40-55
12
Roll a D20. 1 - 10: Spell cards in your hand gain 6 mana. 11 - 15: Your first creature gets +5/+5. 16 - 20: Your supports gain 3 shield. Then: Your "Dungeons & ..." support gains the Challenge emblem.
56-60
12
Roll a D20. 1 - 5: Spell cards in your hand gain 6 mana. 6 - 10: Your first creature gets +5/+5. 11 - 15: Your supports gain 3 shield. 16 - 20: Perform each of the effects above. Then: Your "Dungeons & ..." support gains the Challenge emblem.
3: The Heroes Triumph
Ability Level
PW level
Effect
16-29
21
Fetch up to 1 of the first different Cleric, Rogue, Warrior, or Wizard cards from your library. Move those cards into play under your control. If you have a full Party - Your "Dungeons & ..." support gains the Heroism Emblem.
30-45
21
Fetch up to 2 of the first different Cleric, Rogue, Warrior, or Wizard cards from your library. Move those cards into play under your control. If you have a full Party - Your "Dungeons & ..." support gains the Heroism Emblem.
46-59
21
Fetch up to 3 of the first different Cleric, Rogue, Warrior, or Wizard cards from your library. Move those cards into play under your control. If you have a full Party - Your "Dungeons & ..." support gains the Heroism Emblem.
60
21
Fetch up to the first of each different Cleric, Rogue, Warrior, or Wizard cards from your library. Move those cards into play under your control. If you have a full Party - Your "Dungeons & ..." support gains the Heroism Emblem.
The Dungeon Master is a mysterious mage with vast knowledge and power. His goals are mostly unclear, although they seem to be aligned with restoring the equilibrium between order and chaos.