Lotus

The initiative: how it works and how to take it

Take the initiative and you venture into Undercity right away, then again every upkeep. Here's how it works, how to steal it, and what happens if you're already in another dungeon.

By · Updated 3 October 2026 · 4 min read

Undermountain Adventurer card art
Undermountain Adventurer · Art by Michal Ivan
Short answer
The initiative is a title one player holds. When you take it, you venture into Undercity, and you venture again at the beginning of each of your upkeeps. Whenever one or more creatures deal combat damage to the player with the initiative, their controller takes it and ventures too.
In this article

The initiative came with Commander Legends: Battle for Baldur’s Gate in 2022. It works a lot like the monarch: a title that sits in the middle of the table and moves to whoever hits its holder in combat. The difference is what it gives you, and how fast.

How the initiative works

Rule 726 of the Comprehensive Rules gives the initiative three abilities that belong to the game, not to any card:

At the beginning of the upkeep of the player who has the initiative, that player ventures into Undercity.

Whenever one or more creatures a player controls deal combat damage to the player who has the initiative, the controller of those creatures takes the initiative.

Whenever a player takes the initiative, that player ventures into Undercity.

So the moment you take it, you venture. If you still have it at your next upkeep, you venture again. Only one player can have the initiative at a time.

Undercity

Undercity is the dungeon the initiative uses. You move one room down each time you venture, and at some rooms you pick between two paths. Every path is five rooms long:

RoomWhat it does
Secret EntranceSearch your library for a basic land, put it into your hand
Forge or Lost WellTwo +1/+1 counters on a creature, or scry 2
Trap!, Arena or StashA player loses 5 life, goad a creature, or make a Treasure
Archives or CatacombsDraw a card, or make a 4/1 Skeleton with menace
Throne of the Dead ThreeReveal the top ten cards, put a creature onto the battlefield with three +1/+1 counters and hexproof until your next turn

Which rooms you can reach depends on the path you took, so not every combination is possible. Reaching the Throne completes the dungeon. The next time you venture into Undercity, you start again at the Secret Entrance.

Taking the initiative from someone

You need one or more of your creatures to deal combat damage to the player who has it. One point from one creature is enough. You take it and venture right away, so a single unblocked attacker gets you a room immediately and another one at your next upkeep.

These don’t take the initiative:

  • Noncombat damage, like burn spells.
  • Combat damage to the initiative player’s planeswalkers or battles.
  • Life loss that isn’t damage.

If you’re already in a dungeon

This trips people up. If you’re partway through another dungeon (from a “venture into the dungeon” card, say) and you take the initiative, you don’t switch to Undercity. You keep moving through the dungeon you’re in (rule 701.49d). Undercity only starts once you’ve finished that one.

Cards that give you the initiative

Initiative vs the monarch

Both titles move with combat damage and both go to the active player if the holder leaves the game. The monarch draws you a card at your end step. The initiative ventures right away and again every upkeep, so it pays off faster when you steal it. We compare them side by side in our monarch guide.

Keeping track at the table

The initiative changes hands a lot in multiplayer, and the Undercity room is easy to forget between turns. A coin or token in front of the holder helps, plus the dungeon card itself with a die on the current room.

Lotus has an Initiative marker in the menu. Turn it on and drag it to whoever takes it, so the whole table can see who ventures next upkeep.

FAQ

What happens if you take the initiative while you're already in another dungeon?
You keep going in the dungeon you’re in. Venturing into Undercity only starts Undercity if you don’t already have a dungeon in the command zone (rule 701.49d). Once you finish that dungeon, the next venture starts Undercity.
Can you venture into Undercity without the initiative?
Only with a card that says “venture into Undercity.” Normal “venture into the dungeon” can’t choose Undercity, because the card says you can’t enter it unless you venture into Undercity.
What happens if you take the initiative when you already have it?
You venture again. Taking the initiative always triggers the venture, even if you already had it (rule 726.5).
What happens to the initiative if the player who has it loses?
The player whose turn it is takes it. If the player with the initiative leaves on their own turn, the next player in turn order takes it (rule 726.4).