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Nadaar, Selfless Paladin
USD $0.40
USD foil $0.46
EUR €0.63
MTGO 0.02 tix

Nadaar, Selfless Paladin

{2}{W}

Legendary Creature — Dragon Knight

Vigilance

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.

3 / 3

VigilanceVenture into the dungeon
Set
Adventures in the Forgotten Realms (AFR #27)
Rarity
Rare
Mana value
3
Released
2021-07-23
Artist
Aaron Miller
EDHREC rank
#6,431
Colour identity
{W}
Finishes
Nonfoil, Foil
Served from
Local database

Commander bracket

1 +
Fits any bracket
No Game Changer, land denial, extra turns or two-card combos.

Derived from card traits, not a ruling — bracket rules turn on how a deck intends to use a card. Bracket rules

EDHREC

Salt Score 0.05
How much players resent seeing this card. The scale tops out around 3.1.
Can be your commander

Combos

Not part of any combo on Commander Spellbook.

Commander recommendations

Top synergy 50

Played far more in this commander's decks than elsewhere.

  1. Radiant Solar 75 %+74.4 %
  2. White Plume Adventurer 69 %+67.4 %
  3. Thorough Investigation 64 %+63.5 %
  4. Cloister Gargoyle 60 %+59.8 %
  5. Seasoned Dungeoneer 55 %+54.1 %
  6. Delver's Torch 54 %+53.8 %
  7. Dungeon Descent 54 %+53.3 %
  8. Sarevok's Tome 54 %+53.3 %
  9. Ephemerate 65 %+52.4 %
  10. Veteran Dungeoneer 52 %+52.2 %
  11. Teleportation Circle 59 %+50.9 %
  12. Restoration Angel 58 %+50.8 %
  13. Dungeon Map 47 %+46.9 %
  14. Cloudshift 56 %+46.7 %
  15. Panharmonicon 52 %+42.0 %
  16. Flickerwisp 47 %+41.0 %
  17. Goliath Paladin 40 %+39.7 %
  18. Charming Prince 47 %+39.3 %
  19. Undercellar Sweep 40 %+39.3 %
  20. Conjurer's Closet 45 %+39.0 %
  21. Sun Titan 60 %+38.7 %
  22. Planar Ally 38 %+37.6 %
  23. Eerie Interlude 45 %+37.2 %
  24. Immovable Rod 37 %+37.2 %
  25. Lae'zel's Acrobatics 41 %+37.0 %
  26. Paladin Class 38 %+34.8 %
  27. Felidar Guardian 40 %+34.5 %
  28. Knight of the White Orchid 58 %+32.8 %
  29. Spirited Companion 43 %+32.4 %
  30. Wall of Omens 41 %+32.0 %
  31. Priest of Ancient Lore 35 %+30.1 %
  32. Flicker of Fate 35 %+29.8 %
  33. Loyal Warhound 40 %+29.7 %
  34. Solemn Simulacrum 48 %+29.4 %
  35. Ranger's Hawk 28 %+28.1 %
  36. Dungeoneer's Pack 27 %+26.5 %
  37. Loran of the Third Path 48 %+25.8 %
  38. Trailblazer's Torch 24 %+23.8 %
  39. Semester's End 27 %+23.4 %
  40. Far Traveler 26 %+23.4 %
  41. Glorious Protector 25 %+23.2 %
  42. Sevinne's Reclamation 36 %+22.9 %
  43. Phelia, Exuberant Shepherd 28 %+22.6 %
  44. Tome of Legends 25 %+22.1 %
  45. Sword of Hearth and Home 29 %+22.1 %
  46. Skyclave Apparition 30 %+22.0 %
  47. Elesh Norn, Mother of Machines 29 %+21.6 %
  48. Blade of Selves 24 %+21.2 %
  49. Dawnbringer Cleric 23 %+21.1 %
  50. The Eternal Wanderer 27 %+21.0 %

Most included 50

Highest share of decks running them, distinctive or not.

  1. Plains 95 %+1.1 %
  2. Sol Ring 79 %-3.9 %
  3. Swords to Plowshares 76 %+0.8 %
  4. Radiant Solar 75 %+74.4 %
  5. White Plume Adventurer 69 %+67.4 %
  6. Path to Exile 66 %-1.2 %
  7. Ephemerate 65 %+52.4 %
  8. Thorough Investigation 64 %+63.5 %
  9. Pearl Medallion 63 %+3.0 %
  10. Cloister Gargoyle 60 %+59.8 %
  11. Sun Titan 60 %+38.7 %
  12. Arcane Signet 60 %+1.9 %
  13. Teleportation Circle 59 %+50.9 %
  14. Knight of the White Orchid 58 %+32.8 %
  15. Restoration Angel 58 %+50.8 %
  16. Cloudshift 56 %+46.7 %
  17. Seasoned Dungeoneer 55 %+54.1 %
  18. Delver's Torch 54 %+53.8 %
  19. Sarevok's Tome 54 %+53.3 %
  20. Dungeon Descent 54 %+53.3 %
  21. Veteran Dungeoneer 52 %+52.2 %
  22. Panharmonicon 52 %+42.0 %
  23. Loran of the Third Path 48 %+25.8 %
  24. Solemn Simulacrum 48 %+29.4 %
  25. Dungeon Map 47 %+46.9 %
  26. Flickerwisp 47 %+41.0 %
  27. Charming Prince 47 %+39.3 %
  28. War Room 46 %+11.2 %
  29. Generous Gift 46 %+4.5 %
  30. Eerie Interlude 45 %+37.2 %
  31. Conjurer's Closet 45 %+39.0 %
  32. Emeria, the Sky Ruin 43 %+3.6 %
  33. Spirited Companion 43 %+32.4 %
  34. Lae'zel's Acrobatics 41 %+37.0 %
  35. Wall of Omens 41 %+32.0 %
  36. Felidar Guardian 40 %+34.5 %
  37. Loyal Warhound 40 %+29.7 %
  38. Goliath Paladin 40 %+39.7 %
  39. Undercellar Sweep 40 %+39.3 %
  40. Rogue's Passage 39 %+11.6 %
  41. Paladin Class 38 %+34.8 %
  42. Austere Command 38 %+10.4 %
  43. Planar Ally 38 %+37.6 %
  44. Immovable Rod 37 %+37.2 %
  45. Myriad Landscape 37 %+10.1 %
  46. Mind Stone 36 %+10.0 %
  47. Sevinne's Reclamation 36 %+22.9 %
  48. Flicker of Fate 35 %+29.8 %
  49. Priest of Ancient Lore 35 %+30.1 %
  50. Swiftfoot Boots 33 %-2.7 %

Format legality

Rulings

  • 2021-07-23

    A player may only have one dungeon in the command zone at a time.

  • 2021-07-23

    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.

  • 2021-07-23

    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.

  • 2021-07-23

    Dungeons are removed from the game as a state-based action.

  • 2021-07-23

    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.

  • 2021-07-23

    Moving into a dungeon room will cause its room ability to trigger.

  • 2021-07-23

    Nadaar doesn't need to have been on the battlefield when you completed a dungeon for its last ability to function.

  • 2021-07-23

    Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.

  • 2021-07-23

    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.

  • 2021-07-23

    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.

  • 2021-07-23

    You can only move forward (well, downward) in a dungeon, never backwards or sideways.

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