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Intrepid Outlander

~$0.21 low · ~$0.22 high

Green. Creature — Orc Ranger

one generic manaone green mana

Intrepid Outlander

Adventures in the Forgotten Realms #191 · Illustrated by Andrey Kuzinskiy

What is Intrepid Outlander worth?

Cheapest copy

~$0.21

Non-foil · Adventures in the Forgotten Realms #191

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Highest TCGplayer price

~$0.22

Foil · Adventures in the Forgotten Realms #191

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2 prices from $0.21 to $0.22. Every price is in the printings table below.

TCGplayer market prices in USD, updated October 14, 2026. Each price is for one printing and one finish.

Oracle text

Reach

Pack tactics — 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.)

2/3

The only printing of Intrepid Outlander

PrintingRarityNon-foilFoilCardmarket (EUR)My collection

Prices are TCGplayer market prices in USD for each printing and finish, via Scryfall. They are a guide, not an appraisal.

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Card details

First printed
2021
Printings
1
Mana value
2
EDHREC rank
#21,677 on EDHREC (Commander popularity)
Keywords
Pack tactics, Reach, Venture into the dungeon
Artist
Andrey Kuzinskiy

Rulings (10)

  1. 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.

  2. 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.

  3. 2021-07-23

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

  4. 2021-07-23

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

  5. 2021-07-23

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

  6. 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.

  7. 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.

  8. 2021-07-23

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

  9. 2021-07-23

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

  10. 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.

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