
Nadaar, Selfless Paladin
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
Commander bracket
Derived from card traits, not a ruling — bracket rules turn on how a deck intends to use a card. Bracket rules
EDHREC
Combos
Not part of any combo on Commander Spellbook.
Commander recommendations
Top synergy 50
Played far more in this commander's decks than elsewhere.
- Radiant Solar
- White Plume Adventurer
- Thorough Investigation
- Cloister Gargoyle
- Seasoned Dungeoneer
- Delver's Torch
- Dungeon Descent
- Sarevok's Tome
- Ephemerate
- Veteran Dungeoneer
- Teleportation Circle
- Restoration Angel
- Dungeon Map
- Cloudshift
- Panharmonicon
- Flickerwisp
- Goliath Paladin
- Charming Prince
- Undercellar Sweep
- Conjurer's Closet
- Sun Titan
- Planar Ally
- Eerie Interlude
- Immovable Rod
- Lae'zel's Acrobatics
- Paladin Class
- Felidar Guardian
- Knight of the White Orchid
- Spirited Companion
- Wall of Omens
- Priest of Ancient Lore
- Flicker of Fate
- Loyal Warhound
- Solemn Simulacrum
- Ranger's Hawk
- Dungeoneer's Pack
- Loran of the Third Path
- Trailblazer's Torch
- Semester's End
- Far Traveler
- Glorious Protector
- Sevinne's Reclamation
- Phelia, Exuberant Shepherd
- Tome of Legends
- Sword of Hearth and Home
- Skyclave Apparition
- Elesh Norn, Mother of Machines
- Blade of Selves
- Dawnbringer Cleric
- The Eternal Wanderer
Most included 50
Highest share of decks running them, distinctive or not.
- Plains
- Sol Ring
- Swords to Plowshares
- Radiant Solar
- White Plume Adventurer
- Path to Exile
- Ephemerate
- Thorough Investigation
- Pearl Medallion
- Cloister Gargoyle
- Sun Titan
- Arcane Signet
- Teleportation Circle
- Knight of the White Orchid
- Restoration Angel
- Cloudshift
- Seasoned Dungeoneer
- Delver's Torch
- Sarevok's Tome
- Dungeon Descent
- Veteran Dungeoneer
- Panharmonicon
- Loran of the Third Path
- Solemn Simulacrum
- Dungeon Map
- Flickerwisp
- Charming Prince
- War Room
- Generous Gift
- Eerie Interlude
- Conjurer's Closet
- Emeria, the Sky Ruin
- Spirited Companion
- Lae'zel's Acrobatics
- Wall of Omens
- Felidar Guardian
- Loyal Warhound
- Goliath Paladin
- Undercellar Sweep
- Rogue's Passage
- Paladin Class
- Austere Command
- Planar Ally
- Immovable Rod
- Myriad Landscape
- Mind Stone
- Sevinne's Reclamation
- Flicker of Fate
- Priest of Ancient Lore
- Swiftfoot Boots
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.