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Barrowin of Clan Undurr

Barrowin of Clan Undurr

Legendary Creature — Dwarf Cleric

Barrowin of Clan Undurr wants a deck that explores dungeons for a reward in every room. It also suits a deck that brings big creatures back from the discard pile.

  • Mana cost2 genericwhiteblack
  • White, Black ()
  • Power / toughness3 / 3
  • RarityUncommon

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.

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Cards That Fit Barrowin of Clan Undurr

Picked for what they do in Barrowin of Clan Undurr's deck. When two cards do the same job, the one with the lower comes first. All of them fit Barrowin of Clan Undurr's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Sol RingOpen the full glossary

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The 6 Cards

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The 6 Cards

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The 6 Cards

Rulings for Barrowin of Clan Undurr

explain how Barrowin of Clan Undurr works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary

Wizards of the Coast 23 Jul 2021

A player may only have one dungeon in the command zone at a time.

Wizards of the Coast 23 Jul 2021

Barrowin of Clan Undurr's last ability works even if it wasn't on the battlefield when you completed a dungeon.

Wizards of the Coast 23 Jul 2021

Choosing 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.

Wizards of the Coast 23 Jul 2021

Dungeon 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.

Wizards of the Coast 23 Jul 2021

Dungeons are removed from the game as a state-based action.

Wizards of the Coast 23 Jul 2021

If 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.

Wizards of the Coast 23 Jul 2021

Moving into a dungeon room will cause its room ability to trigger.

Wizards of the Coast 23 Jul 2021

Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.

Wizards of the Coast 23 Jul 2021

The player venturing into the dungeon chooses which dungeon they will venture into. They may choose a dungeon that they have already completed this game.

Wizards of the Coast 23 Jul 2021

To 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.

Wizards of the Coast 23 Jul 2021

You can only move forward (well, downward) in a dungeon, never backwards or sideways.

11 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗

Similar Commanders

Commanders that share the most with Barrowin of Clan Undurr, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryWBPlayers write colors as letters: W for white, B for black.Dungeon/InitiativeDungeon decks explore dungeons, special cards kept outside your deck, and get a reward in each room they move into. The initiative sends you into one called the Undercity, and an opponent takes it from you by dealing combat damage to you.Open the Dungeon/Initiative pageDungeon / VentureVenturing moves you one room through a dungeon, a special card kept outside your deck, and each room gives you its reward. Finish the last room and you can start a new dungeon. Dungeons are not permanents and never enter the battlefield. Sefris of the Hidden WaysOpen the Dungeon / Venture pageETB ValueDoes something useful the moment it arrives: an enter the battlefield ability, which players shorten to ETB. You keep that effect even if the card is removed straight afterwards, which is why these pair so well with flicker cards that make them enter again. Solemn Simulacrum, The One RingOpen the ETB Value pageReanimationReturns a creature card from a graveyard straight to the battlefield, skipping its mana cost. That is why decks built around it put their biggest creatures into the graveyard on purpose. Named for Reanimate. Animate DeadOpen the Reanimation pageReanimatorReanimator decks put big creatures into their own graveyard early, then bring them back onto the battlefield without paying their cost. It gets a huge creature into play far sooner than you could afford to cast it.Open the Reanimator pageRecursionBrings cards back from the graveyard: to your hand, to the battlefield, or letting them be cast again from where they lie. Eternal Witness, Reanimate, VictimizeOpen the Recursion pageDungeons / InitiativeCards that send you into a dungeon, a special card kept outside your deck, one room at a time for a reward in each room. Taking the initiative does this too.Open the Dungeons / Initiative page