Barrowin of Clan Undurr
Legendary Creature — Dwarf Cleric
Seltenheit
Uncommon
Manakosten
Preis · Cardmarket-Trend
0,12 € Foil 0,23 €
Künstler
Manuel Castañón
Stärke / Widerstandskraft
3 / 3
Cardmarket-Trend via Scryfall, Stand 28.10.2026. Kann vom tatsächlichen Preis abweichen.
Regeltext
When Barrowin enters, venture into the dungeon. (Enter the first room or advance to the next room.) Whenever Barrowin attacks, return up to one creature card with mana value 3 or less from your graveyard to the battlefield if you've completed a dungeon.Regeln zu dieser Karte
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A keyword action that can bring dungeon cards into the game from outside the game or move a player’s venture marker. See rule 701.49, “Venture into the Dungeon.”
Rulings (11)
Offizielle Rulings sind nur auf Englisch verfügbar.
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Wizards of the CoastOnce you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
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Wizards of the CoastYou can only move forward (well, downward) in a dungeon, never backwards or sideways.
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Wizards of the CoastThe player venturing into the dungeon chooses which dungeon they will venture into. They may choose a dungeon that they have already completed this game.
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Wizards of the CoastDungeons are removed from the game as a state-based action.
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Wizards of the CoastChoosing the dungeon or room to venture into is part of resolving the venture into the dungeon keyword action. Once that choice is made, players may not respond until after the appropriate room ability has triggered.
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Wizards of the CoastBarrowin of Clan Undurr's last ability works even if it wasn't on the battlefield when you completed a dungeon.
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Wizards of the CoastDungeon cards are not part of a player's deck or sideboard. In both constructed and limited formats, players can use any dungeon card when they venture into the dungeon.
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Wizards of the CoastMoving into a dungeon room will cause its room ability to trigger.
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Wizards of the CoastIf you somehow venture into the dungeon while a room's ability is on the stack, you will continue on in the dungeon. If you're already in the last room, complete that dungeon and start a new one.
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Wizards of the CoastA player may only have one dungeon in the command zone at a time.
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Wizards of the CoastTo venture into the dungeon, a player moves their venture marker into the next room of the dungeon they are currently in. If they aren't currently in a dungeon, that player instead chooses a dungeon card from outside the game, puts it into the command zone, and moves their venture marker onto the first room.
Andere Auflagen
Adventures in the Forgotten Realms (afr)
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