Forasteira Intrépida

Forasteira Intrépida

Intrepid Outlander

Criatura — Orc Guardião2/3

Printed (PT)

Criatura — Orc Guardião

Alcance Táticas de grupo — Toda vez que Forasteira Intrépida ataca, se você atacou com criaturas com total de poder igual ou superior a 6 neste combate, aventure-se na masmorra. (Entre na primeira sala ou prossiga para a próxima.)

Oracle text (EN)

Creature — Orc Ranger

Reach Pack tactics — Whenever this creature attacks, if you attacked with creatures with total power 6 or greater this combat, venture into the dungeon. (Enter the first room or advance to the next room.)

Printing details

Set
AFR · 191
Rarity
Uncommon
Language
PT
Artist
Andrey Kuzinskiy
Released
2021-07-23
Prices
– · –

Price history

The trend shows with at least 7 days of history.

  • Cardmarket, trend

The history starts on October 28, 2026 and grows every day.

Show the data
DateCardmarket, trend
October 31, 2026€0.05
October 28, 2026€0.06

Prices

SourceNon-foilFoil
Cardmarketlow €0.02 trend €0.05 30-day avg €0.06low – trend €0.21 30-day avg €0.25
CardTrader (PT)No offers
CardTrader (any language)NM from €0.11 NM from €0.11

Cardmarket updated Nov 2, 2026 · CardTrader updated Nov 2, 2026

Legality

  • standard Not legal
  • pioneer Legal
  • modern Legal
  • legacy Legal
  • vintage Legal
  • commander Legal
  • pauper Not legal
  • alchemy Not legal
  • brawl Legal
  • competitivebrawl Legal
  • duel Legal
  • future Not legal
  • gladiator Legal
  • historic Legal
  • oathbreaker Legal
  • oldschool Not legal
  • paupercommander Not legal
  • penny Not legal
  • predh Not legal
  • premodern Not legal
  • standardbrawl Not legal
  • timeless Legal
  • tlr Legal

Rulings

  • 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.

  • 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.

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

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

  • 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.

  • 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.

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

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

  • 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.

Printings

11 printings

SetNo.RarityLanguageEURUSDCMCT
AFR(Shown printing)191UncommonPT––€0.02–
AFR191UncommonFR––€0.02€0.38
AFR191UncommonKO––€0.02–
AFR191UncommonZHT––€0.02–
AFR191UncommonEN€0.05$0.21€0.02€0.11
AFR191UncommonDE––€0.02€0.12
AFR191UncommonRU––€0.02–
AFR191UncommonZHS––€0.02–
AFR191UncommonIT––€0.02€0.11
AFR191UncommonJA––€0.02€0.25
AFR191UncommonES––€0.02€0.24

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