Undermountain Adventurer
Creature — Giant WarriorPower and toughness3/4
Card text
Vigilance
When this creature enters, you take the initiative.
: Add
. If you've completed a dungeon, add six
instead.
Showing Commander Legends: Battle for Baldur's Gate#260
Price
0.37 $
Foil 0.41 $
16 printings · up to 0.38 $
Daily estimate from Scryfall, not a shop quote.
Undermountain Adventurer rulings
The initiative is a designation a player can have. A player with the initiative designation is said to “have the initiative.” The initiative carries two inherent rules. First, whenever a player takes the initiative, and at the beginning of the upkeep of the player with the initiative, that player ventures into Undercity. Second, whenever one or more creatures a player controls deal combat damage to the player who has the initiative, the first player takes the initiative. Also, some abilities will refer to having the initiative and provide other benefits.
There is no initiative in a game until an effect instructs a player to take the initiative. Once a player is instructed to do this, they have the initiative until another player takes the initiative.
Only one player can have the initiative at a time. As one player takes the initiative, any other player that had the initiative ceases to have it.
A player who currently has the initiative may take the initiative again. This causes that player to venture into Undercity again, but does not cause them to have multiple initiative designations.
If the player with the initiative leaves the game, the active player takes the initiative at the same time that player leaves the game. If the active player is leaving the game or if there is no active player, the next player in turn order takes the initiative.
In a Two-Headed Giant game, if both players on a team deal combat damage to the player that has the initiative at the same time, the player with the initiative will choose the order of the triggered abilities. Then, as those abilities resolve, one team member takes the initiative (and ventures into Undercity) and then the other team member does the same. The last player to take the initiative keeps it until the initiative changes again.
You cannot venture into Undercity unless instructed to do so, either because you have the initiative at the beginning of your upkeep or because you take the initiative. Notably, if you aren’t in a dungeon and an effect instructs you to venture into the dungeon (not venture into Undercity), you can’t start Undercity.
Similarly, when instructed to venture into Undercity, you can’t start a dungeon that isn’t Undercity.
If you aren’t in a dungeon when instructed to venture into Undercity, you will put Undercity into the command zone and move your venture marker to Secret Entrance (the first room).
If you’re already in a dungeon when instructed to venture into Undercity, you move to the next room of that dungeon. If you are already in the last room, you will complete that dungeon and start Undercity. This is true whether you’re already in Undercity or any other dungeon.
Undermountain Adventurer 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.
Undermountain Adventurer format legality
Constructed
- StandardNot legal
- PioneerNot legal
- ModernNot legal
- Future StandardNot legal
Eternal
- LegacyLegal
- VintageLegal
- PauperNot legal
- PremodernNot legal
- Old SchoolNot legal
- Penny DreadfulNot legal
Commander
- CommanderLegal
- OathbreakerLegal
- Pauper CommanderNot legal
- Duel CommanderLegal
- PreDHNot legal
Arena & online
- HistoricNot legal
- TimelessNot legal
- AlchemyNot legal
- GladiatorNot legal
- BrawlNot legal
- Standard BrawlNot legal
- Competitive BrawlNot legal
Other
- TLRNot legal
All printings of Undermountain Adventurer 16
Cards similar to Undermountain Adventurer
Gorm the GreatLegendary Creature — Giant Warrior
Canopy TacticianCreature — Elf Warrior
Skyshroud TroopersCreature — Elf Druid Warrior
Heronblade EliteCreature — Human Warrior
GumatoCreature — Ape Beast
Scorned Villager // Moonscarred WerewolfCreature — Human Werewolf // Creature — Werewolf
Chancellor of the TangleCreature — Phyrexian Beast
Old-Growth TrollCreature — Troll Warrior
Lily Bowen, Raging GrandmaLegendary Creature — Mutant Warrior
Pheres-Band WarchiefCreature — Centaur Warrior
Show 20 more similar cards
Invasion of Zendikar // Awakened SkyclaveBattle — Siege // Creature — Elemental
Pummeler for HireCreature — Giant Mercenary
Circle of EldersCreature — Human Shaman
Professional WrestlerCreature — Human Warrior Performer
Marshdrinker GiantCreature — Giant Warrior
Stormkeld Vanguard // Bear Down//
Creature — Giant Warrior // Sorcery — Adventure
Roughshod MentorCreature — Giant Warrior
DrumhunterCreature — Human Druid Warrior
Brightcap Badger // Fungus Frolic//
Creature — Badger Druid // Instant — Adventure
Hulking RaptorCreature — Dinosaur
Citanul HierophantsCreature — Human Druid
Sakura-Tribe SpringcallerCreature — Snake Shaman
Garruk's Lost Wolf // Hey, Has Anyone Seen Garruk?//
Creature — Wolf // Sorcery — Adventure
Kolvori, God of Kinship // The Ringhart CrestLegendary Creature — God // Legendary Artifact
Sachi, Daughter of SeshiroLegendary Creature — Snake Shaman
Rumble ArenaLand
Signpost ScarecrowArtifact Creature — Scarecrow
Frontier SiegeEnchantment
Path of AnnihilationEnchantment
Green Mana BatteryArtifact