White Plume Adventurer
Creature — Orc ClericPower and toughness3/3
Card text
When this creature enters, you take the initiative.
At the beginning of each opponent's upkeep, untap a creature you control. If you've completed a dungeon, untap all creatures you control instead.
Showing Commander Legends: Battle for Baldur's Gate#49
Price
2.43 $
Foil 2.32 $
16 printings · up to 2.70 $
Daily estimate from Scryfall, not a shop quote.
White Plume 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.
White Plume Adventurer format legality
Constructed
- StandardNot legal
- PioneerNot legal
- ModernNot legal
- Future StandardNot legal
Eternal
- LegacyBanned
- VintageLegal
- PauperNot legal
- PremodernNot legal
- Old SchoolNot legal
- Penny DreadfulNot legal
Commander
- CommanderLegal
- OathbreakerLegal
- Pauper CommanderNot legal
- Duel CommanderBanned
- PreDHNot legal
Arena & online
- HistoricNot legal
- TimelessNot legal
- AlchemyNot legal
- GladiatorNot legal
- BrawlNot legal
- Standard BrawlNot legal
- Competitive BrawlNot legal
Other
- TLRBanned
All printings of White Plume Adventurer 16
Cards similar to White Plume Adventurer
Ascendant DustspeakerCreature — Orc Cleric
Wayspeaker BodyguardCreature — Orc Monk
Solstice ZealotCreature — Rhino Cleric
Blinding SouleaterArtifact Creature — Phyrexian Cleric
Custodi PeacekeeperCreature — Human Cleric
Celestial EnforcerCreature — Human Cleric
Samite AlchemistCreature — Human Cleric
Ephara's WardenCreature — Human Cleric
Vizier of the TrueCreature — Human Cleric
Holy JusticiarCreature — Human Cleric
Show 19 more similar cards
Sunstar ChaplainCreature — Human Cleric
Sigardian EvangelCreature — Human Cleric
Moradin's DisciplesCreature — Dwarf Cleric
Loxodon MysticCreature — Elephant Cleric
Argivian CavalierCreature — Orc Knight
Ironwill ForgerCreature — Orc Artificer
Boareskyr TollkeeperCreature — Orc Knight
Grakk the PacifistLegendary Creature — Orc
Devoted PaladinCreature — Orc Knight
Samite ElderCreature — Human Cleric
Monk IdealistCreature — Human Monk Cleric
Nils, Discipline EnforcerLegendary Creature — Human Cleric
Elvish HealerCreature — Elf Cleric
Sanctum GuardianCreature — Human Cleric
Abbey MatronCreature — Human Cleric
Aerith GainsboroughLegendary Creature — Human Cleric
Celestus SanctifierCreature — Human Cleric
Auriok ReplicaArtifact Creature — Cleric
Priest of the Blessed GrafCreature — Human Cleric