Nadaar wants a deck that explores dungeons for a reward in every room. It also suits a deck that makes an army of small creatures and attacks with all of them.
Mana cost
White ()
Power / toughness3 / 3
RarityRare
Vigilance
Whenever Nadaar enters or attacks, venture into the dungeon. (Enter the first room or advance to the next room.)
Other creatures you control get +1/+1 as long as you've completed a dungeon.
Picked for what they do in Nadaar's deck. When two cards do the same job, the one with the lower comes first. All of them fit Nadaar'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.Open the full glossary
explain how Nadaar 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 Coast23 Jul 2021
A player may only have one dungeon in the command zone at a time.
Wizards of the Coast23 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 Coast23 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 Coast23 Jul 2021
Dungeons are removed from the game as a state-based action.
Wizards of the Coast23 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 Coast23 Jul 2021
Moving into a dungeon room will cause its room ability to trigger.
Wizards of the Coast23 Jul 2021
Nadaar doesn't need to have been on the battlefield when you completed a dungeon for its last ability to function.
Wizards of the Coast23 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 Coast23 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 Coast23 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 Coast23 Jul 2021
You can only move forward (well, downward) in a dungeon, never backwards or sideways.
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 glossaryWPlayers write colors as letters: W for white.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 pageAttack TriggerTriggers when a creature attacks, so the reward comes from declaring the attack. You get it even if the creature is blocked. Sword of the Animist, Adeline, Resplendent CatharOpen the Attack Trigger pageTokensToken decks fill the battlefield with small creatures made by their cards, then attack with all of them or make them all bigger at once. A token is a creature (or other object) that a card creates, not a card from your deck.Open the Tokens pageAnthemA card that makes every creature you control bigger for as long as it stays on the battlefield. The whole team gets the bonus at once, instead of one creature getting a boost that wears off. Named after Glorious Anthem.Open the Anthem pageStatic BuffGives creatures a lasting bonus to power and toughness while it remains on the battlefield, rather than a boost that wears off at end of turn. Garruk's Uprising, Patchwork BannerOpen the Static Buff pageTypal/KindredTypal decks are built around one creature type, like Elves, Dragons or Zombies, with cards that make that type stronger. The type is printed after the dash on the card's type line, and the strategy is also called kindred or tribal.Open the Typal/Kindred 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
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