Nadaar, Selfless Paladin
Legendary Creature — Dragon KnightPower and toughness3/3
Card text
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.
Showing Adventures in the Forgotten Realms#27
Price
0.36 $
Foil 0.46 $
25 printings · up to 5.07 $
Daily estimate from Scryfall, not a shop quote.
Nadaar, Selfless Paladin rulings
Nadaar doesn't need to have been on the battlefield when you completed a dungeon for its last ability to function.
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.
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.
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.
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.
You can only move forward (well, downward) in a dungeon, never backwards or sideways.
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.
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.
Nadaar, Selfless Paladin keyword rules
Vigilance Rule 702.20
Vigilance is a static ability that modifies the rules for the declare attackers step.
Attacking doesn’t cause creatures with vigilance to tap. (See rule , “Declare Attackers Step.”)
Multiple instances of vigilance on the same creature are redundant.
Venture into the dungeon Rule 701.46
If a player is instructed to venture into the dungeon while they don’t own a dungeon card in the command zone, they choose a dungeon card they own from outside the game and put it into the command zone. They put their venture marker on the topmost room. See rule , “Dungeons.”
If a player is instructed to venture into the dungeon while their venture marker is in any room except a dungeon card’s bottommost room, they choose an adjacent room, following the direction of an arrow pointing away from their current room. If there are multiple arrows pointing away from the room the player’s venture marker is in, they choose one of them to follow. They move their venture marker to that adjacent room.
If a player is instructed to venture into the dungeon while their venture marker is in the bottommost room of a dungeon card, they remove that dungeon card from the game. Doing so causes the player to complete that dungeon (see rule ). They then choose an appropriate dungeon card they own from outside the game, put it into the command zone, and put their venture marker on the topmost room of that dungeon.
Venture into [quality] is a variant of venture into the dungeon. If a player is instructed to “venture into [quality]” while they don’t own a dungeon card in the command zone, they choose a dungeon card they own from outside the game with the indicated quality and put it into the command zone. They put their venture marker on the topmost room of that dungeon. If they already own a dungeon card in the command zone, they follow the normal procedure for venturing into the dungeon outlined in –c.
Nadaar, Selfless Paladin format legality
Constructed
- StandardNot legal
- PioneerLegal
- ModernLegal
- Future StandardNot legal
Eternal
- LegacyLegal
- VintageLegal
- PauperNot legal
- PremodernNot legal
- Old SchoolNot legal
- Penny DreadfulLegal
Commander
- CommanderLegal
- OathbreakerLegal
- Pauper CommanderNot legal
- Duel CommanderLegal
- PreDHNot legal
Arena & online
- HistoricLegal
- TimelessLegal
- AlchemyNot legal
- GladiatorLegal
- BrawlLegal
- Standard BrawlNot legal
- Competitive BrawlLegal
Other
- TLRLegal
All printings of Nadaar, Selfless Paladin 25
Cards similar to Nadaar, Selfless Paladin
Knight ExemplarCreature — Human Knight
Benalish MarshalCreature — Human Knight
Juniper Order AdvocateCreature — Human Knight
Cloister GargoyleArtifact Creature — Gargoyle
Kabira VindicatorCreature — Human Knight
Inspiring CaptainCreature — Human Knight
Gallant FowlknightCreature — Kithkin Knight
Warren WarleaderCreature — Rabbit Knight
Warren WarleaderToken Creature — Rabbit Knight
Syr Alin, the Lion's ClawLegendary Creature — Human Knight
Show 20 more similar cards
Knight of Old BenaliaCreature — Human Knight
Devoted PaladinCreature — Orc Knight
Summon: Knights of RoundEnchantment Creature — Saga Knight
Icingdeath, Frost TyrantLegendary Creature — Dragon
Riling Dawnbreaker // Signaling Roar//
Creature — Dragon // Sorcery — Omen
Knight of Lost CausesCreature — Human Knight
Lionheart MaverickCreature — Human Knight
The Knight of WeeksLegendary Creature — Human Knight
Elesh Norn // The Argent EtchingsLegendary Creature — Phyrexian Praetor // Enchantment — Saga
Gandalf, White RiderLegendary Creature — Avatar Wizard
Thraben WatcherCreature — Angel
Karlov WatchdogCreature — Dog
Hakoda, Selfless CommanderLegendary Creature — Human Warrior Ally
Angel of InventionCreature — Angel
Captain of the WatchCreature — Human Soldier
Soul of TherosCreature — Avatar
Oathsworn GiantCreature — Giant Soldier
Elesh Norn, Grand CenobiteLegendary Creature — Phyrexian Praetor
Raksha Golden CubLegendary Creature — Cat Soldier
Appa, the VigilantLegendary Creature — Bison Ally