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White Plume Adventurer PCLB

Other printings of "White Plume Adventurer": CLB #49 PCLB #49s CLB #558

Card

id65237
artistJoseph Weston
artistIds50365a81-fa9f-4fcf-aa83-6a57c63ad43e
asciiName
attractionLights
availabilitypaper
boosterTypes
borderColorblack
colorIdentityW
colorIndicator
colorsW
defense
duelDeck
edhrecRank2919
edhrecSaltiness0.45
faceConvertedManaCost
faceFlavorName
faceManaValue
faceName
finishesfoil
flavorName
flavorText
frameEffects
frameVersion2015
hand
hasAlternativeDeckLimit
hasContentWarning
hasFoil1
hasNonFoil0
isAlternative
isFullArt
isFunny
isGameChanger
isOnlineOnly
isOversized
isPromo1
isRebalanced
isReprint1
isReserved
isStarter1
isStorySpotlight
isTextless
isTimeshifted
keywords
languageEnglish
layoutnormal
leadershipSkills
life
loyalty
manaCost{2}{W}
manaValue3
nameWhite Plume Adventurer
number49s
originalPrintings
originalReleaseDate
originalText
otherFaceIds
power3
printingsCLB, PCLB
promoTypesprerelease, datestamped
rarityrare
rebalancedPrintings
relatedCards
securityStampoval
setCodePCLB
side
signature
sourceProducts{'foil': ['e2efbbd9-3006-5847-acb9-1cd919efe731']}
subsets
subtypesOrc, Cleric
supertypes
textWhen 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.
toughness3
typeCreature — Orc Cleric
typesCreature
uuidf7564722-7470-5cd6-92e5-8b8bddd1a190
variations
watermark
setNameBattle for Baldur's Gate Promos

Identifiers

id65237
cardKingdomEtchedId
cardKingdomFoilId262303
cardKingdomId
cardsphereFoilId88293
cardsphereId
deckboxId67099
mcmId662142
mcmMetaId
mtgArenaId
mtgjsonFoilVersionId
mtgjsonNonFoilVersionId
mtgjsonV4Idf9e36aaf-e525-5fe4-ae23-c1d538853234
mtgoFoilId
mtgoId
multiverseId
scryfallCardBackId0aeebaf5-8c7d-4636-9e82-8c27447861f7
scryfallId95ec8866-8374-4b17-93db-f3cf9f01fec3
scryfallIllustrationId0fe0c4d5-6ae4-4cfc-b36b-99629155da1c
scryfallOracleId51f091a7-9b0b-4362-8e9c-c174752f369b
tcgplayerEtchedProductId
tcgplayerProductId274444
uuidf7564722-7470-5cd6-92e5-8b8bddd1a190

Legalities

id65237
alchemy
brawl
commanderLegal
duelBanned
future
gladiator
historic
legacyBanned
modern
oathbreakerLegal
oldschool
pauper
paupercommander
penny
pioneer
predh
premodern
standard
standardbrawl
timeless
uuidf7564722-7470-5cd6-92e5-8b8bddd1a190
vintageLegal

Purchase URLs

id65237
cardKingdom
cardKingdomEtched
cardKingdomFoilhttps://mtgjson.com/links/14a73c8522bd1e9b
cardmarket
tcgplayerhttps://mtgjson.com/links/fe506472ffc81ad6
tcgplayerEtched
uuidf7564722-7470-5cd6-92e5-8b8bddd1a190

Foreign Data (per language)

No foreign data.

Rulings

datetext
2022-06-10A 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.
2022-06-10If 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.
2022-06-10If 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).
2022-06-10If 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.
2022-06-10In 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.
2022-06-10Only 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.
2022-06-10Similarly, when instructed to venture into Undercity, you can’t start a dungeon that isn’t Undercity.
2022-06-10The 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.
2022-06-10There 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.
2022-06-10You 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.

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