Intrepid Outlander 

Creature — Orc Ranger2/3
Testo oracle (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.)
Dettagli della stampa
- Set
- AFR · 191
- Rarità
- Non comune
- Lingua
- EN
- Artista
- Andrey Kuzinskiy
- Uscita
- 2021-07-23
- Prezzi
- 0,06 € · 0,21 USD
Andamento del prezzo
La tendenza compare con almeno 7 giorni di storico.
- Cardmarket, trend
- CardTrader, minimo Near Mint (EN)
Lo storico parte dal 28 ottobre 2026 e si allunga ogni giorno.
Mostra i dati
| Data | Cardmarket, trend | CardTrader, minimo Near Mint (EN) |
|---|---|---|
| 28 ottobre 2026 | 0,06 € | 0,11 € |
Prezzi
| Fonte | Normale | Foil |
|---|---|---|
| Cardmarket | minimo 0,02 € trend 0,06 € media 30 gg 0,06 € | minimo – trend 0,21 € media 30 gg 0,24 € |
| CardTrader (EN) | NM da 0,11 € con Zero da 0,11 € | NM da 0,11 € con Zero da 0,12 € |
| CardTrader (tutte le lingue) | NM da 0,11 € | NM da 0,11 € |
Cardmarket aggiornato il 30 ott 2026 · CardTrader aggiornato il 30 ott 2026
Compra e consulta
Legalità
- standard Non legale
- pioneer Legale
- modern Legale
- legacy Legale
- vintage Legale
- commander Legale
- pauper Non legale
- alchemy Non legale
- brawl Legale
- competitivebrawl Legale
- duel Legale
- future Non legale
- gladiator Legale
- historic Legale
- oathbreaker Legale
- oldschool Non legale
- paupercommander Non legale
- penny Non legale
- predh Non legale
- premodern Non legale
- standardbrawl Non legale
- timeless Legale
- tlr Legale
Ruling
-
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.