Barrowin of Clan Undurr (AFR #336)

Barrowin of Clan Undurr — Adventures in the Forgotten Realms

Barrowin of Clan Undurr is a uncommon printing from Adventures in the Forgotten Realms (AFR #336), a Legendary Creature — Dwarf Cleric. Illustrated by Russ Nicholson.

Card text

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.

Details

Mana cost {2}{W}{B}
Type Legendary Creature — Dwarf Cleric
Power / Toughness 3 / 3
Rarity Uncommon
Set Adventures in the Forgotten Realms (AFR)
Collector number 336
Artist Russ Nicholson
Released 2021-07-23

Current price

As of 2026-10-19, Scryfall listed this printing at non-foil $0.29, foil $0.42 (USD). Prices change constantly, so check the live price before buying.

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Legality

Standard Not legal
Future Standard Not legal
Historic Legal
Timeless Legal
Gladiator Legal
Pioneer Legal
Modern Legal
Legacy Legal
Pauper Not legal
Vintage Legal
Penny Dreadful Not legal
Commander Legal
Oathbreaker Legal
Standard Brawl Not legal
Brawl Legal
Competitive Brawl Legal
Alchemy Not legal
Pauper Commander Not legal
Duel Commander Legal
Old School Not legal
Premodern Not legal
PrEDH Not legal
TLR Not legal

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Rulings

  • July 23, 2021 — Barrowin of Clan Undurr's last ability works even if it wasn't on the battlefield when you completed a dungeon.
  • July 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.
  • July 23, 2021 — Moving into a dungeon room will cause its room ability to trigger.
  • July 23, 2021 — Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
  • July 23, 2021 — A player may only have one dungeon in the command zone at a time.
  • July 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.
  • July 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.
  • July 23, 2021 — You can only move forward (well, downward) in a dungeon, never backwards or sideways.
  • July 23, 2021 — Dungeons are removed from the game as a state-based action.
  • July 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.
  • July 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.