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Nadaar, Selfless Paladin PAFR

Other printings of "Nadaar, Selfless Paladin": AFR #27 PAFR #27a PAFR #27p PAFR #27s AFR #303

Card

id63932
artistAaron Miller
artistIdsfc021f3d-773a-4706-bbe7-f602324f511f
asciiName
attractionLights
availabilitypaper
boosterTypes
borderColorblack
colorIdentityW
colorIndicator
colorsW
defense
duelDeck
edhrecRank5594
edhrecSaltiness0.24
faceConvertedManaCost
faceFlavorName
faceManaValue
faceName
finishesnonfoil, foil
flavorName
flavorText
frameEffectslegendary
frameVersion2015
hand
hasAlternativeDeckLimit
hasContentWarning
hasFoil1
hasNonFoil1
isAlternative1
isFullArt
isFunny
isGameChanger
isOnlineOnly
isOversized
isPromo1
isRebalanced
isReprint1
isReserved
isStarter1
isStorySpotlight
isTextless
isTimeshifted
keywordsVenture into the dungeon, Vigilance
languageEnglish
layoutnormal
leadershipSkills{'brawl': False, 'commander': True, 'oathbreaker': False}
life
loyalty
manaCost{2}{W}
manaValue3
nameNadaar, Selfless Paladin
number27p
originalPrintings
originalReleaseDate
originalText
otherFaceIds
power3
printingsAFR, PAFR
promoTypespromopack, stamped, planeswalkerstamped
rarityrare
rebalancedPrintings
relatedCards
securityStampoval
setCodePAFR
side
signature
sourceProducts
subsets
subtypesDragon, Knight
supertypesLegendary
textVigilance
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.
toughness3
typeLegendary Creature — Dragon Knight
typesCreature
uuid01559c07-bd46-5690-81e1-2f7a48f172ec
variationsf8d815ec-3e62-5cea-8604-207eea07ebc2, 57fec781-ec0d-5948-9cd0-99378de5807e
watermark
setNameAdventures in the Forgotten Realms Promos

Identifiers

id63932
cardKingdomEtchedId
cardKingdomFoilId248963
cardKingdomId248883
cardsphereFoilId79782
cardsphereId79925
deckboxId59610
mcmId572545
mcmMetaId
mtgArenaId
mtgjsonFoilVersionId
mtgjsonNonFoilVersionId
mtgjsonV4Id22dc0149-52d2-5eac-96de-c7950e53a4d8
mtgoFoilId
mtgoId
multiverseId
scryfallCardBackId0aeebaf5-8c7d-4636-9e82-8c27447861f7
scryfallId15a2853d-3ac0-4839-afd4-8cb3882c5489
scryfallIllustrationId0b15961e-8a08-4419-9799-4446c47a7df7
scryfallOracleId0e3f9345-d986-4d60-a343-45598ab59aff
tcgplayerEtchedProductId
tcgplayerProductId244404
uuid01559c07-bd46-5690-81e1-2f7a48f172ec

Legalities

id63932
alchemy
brawlLegal
commanderLegal
duelLegal
future
gladiatorLegal
historicLegal
legacyLegal
modernLegal
oathbreakerLegal
oldschool
pauper
paupercommander
pennyLegal
pioneerLegal
predh
premodern
standard
standardbrawl
timelessLegal
uuid01559c07-bd46-5690-81e1-2f7a48f172ec
vintageLegal

Purchase URLs

id63932
cardKingdomhttps://mtgjson.com/links/8efad778904b976c
cardKingdomEtched
cardKingdomFoilhttps://mtgjson.com/links/bf9f510c83b3f043
cardmarket
tcgplayerhttps://mtgjson.com/links/84a80ffcc30823a4
tcgplayerEtched
uuid01559c07-bd46-5690-81e1-2f7a48f172ec

Foreign Data (per language)

No foreign data.

Rulings

datetext
2021-07-23A player may only have one dungeon in the command zone at a time.
2021-07-23Choosing 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.
2021-07-23Dungeon 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.
2021-07-23Dungeons are removed from the game as a state-based action.
2021-07-23If 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.
2021-07-23Moving into a dungeon room will cause its room ability to trigger.
2021-07-23Nadaar doesn't need to have been on the battlefield when you completed a dungeon for its last ability to function.
2021-07-23Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
2021-07-23The player venturing into the dungeon chooses which dungeon they will venture into. They may choose a dungeon that they have already completed this game.
2021-07-23To 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.
2021-07-23You can only move forward (well, downward) in a dungeon, never backwards or sideways.

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