Card
Barrowin of Clan Undurr
Mana cost {2}{W}{B}
Legendary Creature — Dwarf Cleric 3/3
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.
No bracket restriction: playable from bracket 1. Part of 9 known combos. 11 official rulings.
- Commander
- Legal
- Printing
- Uncommon · AFR · #218
- Cheapest printing
- €0.12
- EDHREC salt
- 0.25
- Color identity
- Black, White
- Keywords
- Venture into the dungeon
Bracket
- B1 Exhibition — allowed: No restriction at this bracket
- B2 Core — allowed: No restriction at this bracket
- B3 Upgraded — allowed: No restriction at this bracket
- B4 Optimized — allowed: No restriction beyond the banned list
- B5 cEDH — allowed: No restriction beyond the banned list
Why
- No Game Changer, mass land denial, extra turn, tutor or two-card combo
How Lotus Vault estimates a bracket
Bracket: Lotus Vault analysis, with Commander Spellbook flags
Combos
9 known combos.
- Radiant Solar + Sefris of the Hidden Ways + Hostage Taker + Barrowin of Clan Undurr
Produces: Near-infinite creature ETB, Near-infinite creature LTB, Near-infinite death triggers
View on Commander Spellbook - Radiant Solar + Sefris of the Hidden Ways + Phantom Steed + Barrowin of Clan Undurr
Produces: Near-infinite lifeloss for all players, Near-infinite creature sacrifice triggers, Near-infinite creature ETB
View on Commander Spellbook - Radiant Solar + Sefris of the Hidden Ways + Fiend Hunter + Barrowin of Clan Undurr
Produces: Near-infinite creature ETB, Near-infinite creature LTB, Near-infinite death triggers
View on Commander Spellbook
Combos: Commander Spellbook
Rulings
- 2021-07-23 · Wizards of the Coast
Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game. - 2021-07-23 · Wizards of the Coast
You can only move forward (well, downward) in a dungeon, never backwards or sideways. - 2021-07-23 · Wizards of the Coast
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. - 2021-07-23 · Wizards of the Coast
Dungeons are removed from the game as a state-based action. - 2021-07-23 · Wizards of the Coast
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. - 2021-07-23 · Wizards of the Coast
Barrowin of Clan Undurr's last ability works even if it wasn't on the battlefield when you completed a dungeon. - 2021-07-23 · Wizards of the Coast
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. - 2021-07-23 · Wizards of the Coast
Moving into a dungeon room will cause its room ability to trigger. - 2021-07-23 · Wizards of the Coast
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. - 2021-07-23 · Wizards of the Coast
A player may only have one dungeon in the command zone at a time. - 2021-07-23 · Wizards of the Coast
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.
Rulings: Scryfall · Wizards of the Coast