Barrowin of Clan Undurr

{2}{W}{B}

Legendary Creature — Dwarf Cleric

AFRAdventures in the Forgotten Realms#218uncommon
Foil
Border
black
Frame
2015
Pull rate
about 1 per booster–1 in 1440
Illustrator
Manuel Castañón
Found in
Adventures in the Forgotten Realms Theme Booster Dungeon Theme · Adventures in the Forgotten Realms MTGO Redemption Foil · 6 more
Printings2CombosIn 10
CommanderLegalModernLegalStandardNot legal
Format legality
AlchemyNot legal
BrawlLegal
CommanderLegal
Competitive BrawlLegal
DuelLegal
Future StandardNot legal
GladiatorLegal
HistoricLegal
LegacyLegal
ModernLegal
OathbreakerLegal
Old SchoolNot legal
PauperNot legal
Pauper CommanderNot legal
PennyNot legal
PioneerLegal
PreDHNot legal
PremodernNot legal
StandardNot legal
Standard BrawlNot legal
TimelessLegal
Tiny LeadersNot legal
VintageLegal
When Barrowin enters, venture into the dungeon. (Enter the first room or advance to the next room.) Whenever Barrowin attacks, return up to one creature card with mana value 3 or less from your graveyard to the battlefield if you've completed a dungeon.
3/3

Plays as: Attack Trigger · Reanimation

Market · per finishspark updated 14h ago · prices as of 2026-07-12
Nonfoil-6.2%
$0.15
$0.05 low$0.04 gap
Foil+0.0%
$0.25
$0.10 low$0.02 gap
Cheapest playable copy$0.15· across 2 printings

Rulings

11 · latest Jul 23, 2021 · one tap opens all
  • WotCJul 23, 2021

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

  • WotCJul 23, 2021

    Barrowin of Clan Undurr's last ability works even if it wasn't on the battlefield when you completed a dungeon.

  • WotCJul 23, 2021

    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.

  • WotCJul 23, 2021

    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.

  • WotCJul 23, 2021

    Dungeons are removed from the game as a state-based action.

  • WotCJul 23, 2021

    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.

  • WotCJul 23, 2021

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

  • WotCJul 23, 2021

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

  • WotCJul 23, 2021

    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.

  • WotCJul 23, 2021

    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.

  • WotCJul 23, 2021

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