Intrepid Outlander
Creature β Orc Ranger
Intrepid Outlander
Creature β Orc Ranger
Card Text
Reach
Pack tactics β Whenever this creature attacks, if you attacked with creatures with total power 6 or greater this combat, venture into the dungeon. (Enter the first room or advance to the next room.)
Card Details
- Mana Value
- 2
- Colors
- Green
- Color Identity
- Green
- Power / Toughness
- 2 / 3
- EDHREC Rank
- #20,270
Format Legalities
Market Prices
Prices from TCGPlayer and Cardmarket
Price History (30d)
All Printings (11)
| Set | # | Rarity | Lang | Artist | Price | Foil |
|---|---|---|---|---|---|---|
| Adventures in the Forgotten Realms (AFR) | #191 | uncommon | en | Andrey Kuzinskiy | $0.08 | $0.17 |
| Adventures in the Forgotten Realms (AFR) | #191 | uncommon | de | Andrey Kuzinskiy | β | β |
| Adventures in the Forgotten Realms (AFR) | #191 | uncommon | es | Andrey Kuzinskiy | β | β |
| Adventures in the Forgotten Realms (AFR) | #191 | uncommon | fr | Andrey Kuzinskiy | β | β |
| Adventures in the Forgotten Realms (AFR) | #191 | uncommon | it | Andrey Kuzinskiy | β | β |
| Adventures in the Forgotten Realms (AFR) | #191 | uncommon | ja | Andrey Kuzinskiy | β | β |
| Adventures in the Forgotten Realms (AFR) | #191 | uncommon | ko | Andrey Kuzinskiy | β | β |
| Adventures in the Forgotten Realms (AFR) | #191 | uncommon | pt | Andrey Kuzinskiy | β | β |
| Adventures in the Forgotten Realms (AFR) | #191 | uncommon | ru | Andrey Kuzinskiy | β | β |
| Adventures in the Forgotten Realms (AFR) | #191 | uncommon | zhs | Andrey Kuzinskiy | β | β |
| Adventures in the Forgotten Realms (AFR) | #191 | uncommon | zht | Andrey Kuzinskiy | β | β |
Official Rulings (10)
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.
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.
Dungeons are removed from the game as a state-based action.
You can only move forward (well, downward) in a dungeon, never backwards or sideways.
Moving into a dungeon room will cause its room ability to trigger.
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.
Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
A player may only have one dungeon in the command zone at a time.
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.
Cards Similar to Intrepid Outlander
View all 200 similar cards βLooking for alternatives to Intrepid Outlander? These Magic: The Gathering cards share similar effects and gameplay roles.

Gnoll Hunter
Creature β Gnoll
$0.06

Erinis, Gloom Stalker
Legendary Creature β Halfling Ranger

Werewolf Pack Leader
Creature β Human Werewolf
$0.60

A-Triumphant Adventurer
Creature β Human Knight

Hobgoblin Captain
Creature β Goblin Barbarian