- Commander Nexus
- Commanders
- Barrowin of Clan Undurr
Command zone
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 cost
- 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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- Archetypes
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.
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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
A player may only have one dungeon in the command zone at a time.
Barrowin of Clan Undurr's last ability works even if it wasn't on the battlefield when you completed a dungeon.
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.
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.
Dungeons are removed from the game as a state-based action.
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.
Moving into a dungeon room will cause its room ability to trigger.
Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
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.
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.
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 ↗
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