Barrowin du clan Undurr

Créature légendaire : nain et clerc

Quand Barrowin du clan Undurr arrive sur le champ de bataille, aventurez-vous dans le donjon. (Entrez dans la première pièce ou avancez jusqu'à la pièce suivante.)
À chaque fois que Barrowin du clan Undurr attaque, renvoyez sur le champ de bataille jusqu'à une carte de créature avec une valeur de mana inférieure ou égale à 3 de votre cimetière si vous avez terminé un donjon.

3/3
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Rulings

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