You See Three Doors in Front of You
If it's Tomb of Horrors, two of them will pretty much kill you instantly. Fortunately, the ones chosen for Adventures in the Forgotten Realms are a bit friendlier.
Dungeons are unusual. They are technically cards, but not cards in any way that people traditionally interact with them. It's more like a supplemental game board. You don't need to have a copy of the card when you venture into it. You can use anything you want, from pulling it up in Gatherer or drawing it out on paper, all the way up to 3D printed renditions that you traverse with your favorite D&D miniature. Please keep in mind the available space and your other players; sure, your full-scale rendition with a team of actors playing parts looks amazing, but it might not be practical in the aisles of your local game store.
As they are cards, dungeons have their own Oracle text, so rules about misrepresentation still apply. Your dungeon does need to be the actual dungeon; you don't get to be the DM and improvise what's in that 10x10 room!
The new rules on dungeons are in section 3.3 (Authorized Cards).
Break Out the Dice Bag
Now that die rolling has come to black-bordered Magic, we need rules to support it. Most of them are common sense. We don't actually care that you use the die specified as long as the randomization method gives an equal chance for each of the possibilities. You can use a d12 to roll a d6, or pull up a random number generator app.
Just like dungeons, you can bring whatever dice you want, but if they're so heavy that they dent the table when you roll them, or so tiny that you need a magnifying glass to read the numbers, the judge may ask you to find another way to generate numbers.
Spindown life trackers are prohibited. We're not going to worry about it in casual play, but at Competitive REL, we expect the numbers to be distributed appropriately to reduce any potential for manipulating dice rolls. How easy they are to manipulate is a matter of debate, but with the wide array of other randomization methods available, keeping them out removes any potential appearance of impropriety.
We also threw in a little quality-of-life improvement where you don't need to roll any irrelevant dice. If you are supposed to roll two dice and take the higher one and the first roll gives you the high result, then you can skip the second (assuming nothing else cares).
The new rules on dice can be found in the new section 3.9 (Die Rolling).
https://magic.wizard...otes-2021-07-19