Avenging Hunter is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
Trample When this creature enters, you take the initiative.
How it works : Avenging Hunter
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
The initiative is a designation a player can have. A player with the initiative designation is said to “have the initiative.” The initiative carries two inherent rules. First, whenever a player takes the initiative, and at the beginning of the upkeep of the player with the initiative, that player ventures into Undercity. Second, whenever one or more creatures a player controls deal combat damage to the player who has the initiative, the first player takes the initiative. Also, some abilities will refer to having the initiative and provide other benefits.
No other card is named in this ruling.
- #2· Wizards of the Coast
There is no initiative in a game until an effect instructs a player to take the initiative. Once a player is instructed to do this, they have the initiative until another player takes the initiative.
No other card is named in this ruling.
- #3· Wizards of the Coast
Only one player can have the initiative at a time. As one player takes the initiative, any other player that had the initiative ceases to have it.
No other card is named in this ruling.
- #4· Wizards of the Coast
A player who currently has the initiative may take the initiative again. This causes that player to venture into Undercity again, but does not cause them to have multiple initiative designations.
No other card is named in this ruling.
- #5· Wizards of the Coast
If the player with the initiative leaves the game, the active player takes the initiative at the same time that player leaves the game. If the active player is leaving the game or if there is no active player, the next player in turn order takes the initiative.
No other card is named in this ruling.
- #6· Wizards of the Coast
In a Two-Headed Giant game, if both players on a team deal combat damage to the player that has the initiative at the same time, the player with the initiative will choose the order of the triggered abilities. Then, as those abilities resolve, one team member takes the initiative (and ventures into Undercity) and then the other team member does the same. The last player to take the initiative keeps it until the initiative changes again.
No other card is named in this ruling.
- #7· Wizards of the Coast
You cannot venture into Undercity unless instructed to do so, either because you have the initiative at the beginning of your upkeep or because you take the initiative. Notably, if you aren’t in a dungeon and an effect instructs you to venture into the dungeon (not venture into Undercity), you can’t start Undercity.
No other card is named in this ruling.
- #8· Wizards of the Coast
Similarly, when instructed to venture into Undercity, you can’t start a dungeon that isn’t Undercity.
No other card is named in this ruling.
- #9· Wizards of the Coast
If you aren’t in a dungeon when instructed to venture into Undercity, you will put Undercity into the command zone and move your venture marker to Secret Entrance (the first room).
No other card is named in this ruling.
- #10· Wizards of the Coast
If you’re already in a dungeon when instructed to venture into Undercity, you move to the next room of that dungeon. If you are already in the last room, you will complete that dungeon and start Undercity. This is true whether you’re already in Undercity or any other dungeon.
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
Radiant Solar + Sefris of the Hidden Ways + Avenging Hunter + Mardu Siegebreaker
- 1Cast Mardu Siegebreaker by paying its mana cost.
- 2When Mardu Siegebreaker enters, it and Radiant Solar trigger.
- 3Resolve the Mardu Siegebreaker trigger, exiling Avenging Hunter until Mardu Siegebreaker leaves the battlefield.
- 4Resolve the Radiant Solar trigger, venturing into the Oubliette room, causing you to discard a card and then sacrifice Mardu Siegebreaker.
- 5Mardu Siegebreaker leaves the battlefield, causing Avenging Hunter to be returned to the battlefield from exile.
- 6When Avenging Hunter enters, it and Radiant Solar trigger.
- 7Resolve the Avenging Hunter trigger, venturing into the Cradle of the Death God room, creating a 4/4 legendary The Atropal creature token and completing Tomb of Annihilation.
- 8If you control two or more The Atropal tokens, put all but one into your graveyard due to the legend rule.
Preston, the Vanisher + Delney, Streetwise Lookout + Sefris of the Hidden Ways + Phyrexian Altar
- 1Complete a dungeon.
- 2Sefris' second ability triggers twice due to Delney.
- 3Resolve the first trigger, returning up to one other creature from your graveyard to the battlefield.
- 4Resolve the second trigger, returning Avenging Hunter from your graveyard onto the battlefield.
- 5When Avenging Hunter enters, it triggers once and Preston triggers twice due to Delney.
- 6Holding priority, activate Phyrexian Altar by sacrificing Avenging Hunter.
- 7Resolve a Preston trigger, creating a token copy of Avenging Hunter that is a 0/1 Illusion.
- 8When the Avenging Hunter token enters, it triggers twice due to Delney.
Preston, the Vanisher + Delney, Streetwise Lookout + Sefris of the Hidden Ways + Ashnod's Altar
- 1Complete a dungeon.
- 2Sefris' second ability triggers twice due to Delney.
- 3Resolve the first trigger, returning up to one other creature from your graveyard to the battlefield.
- 4Resolve the second trigger, returning Avenging Hunter from your graveyard onto the battlefield.
- 5When Avenging Hunter enters, it triggers once and Preston triggers twice due to Delney.
- 6Holding priority, activate Ashnod's Altar by sacrificing Avenging Hunter.
- 7Resolve a Preston trigger, creating a token copy of Avenging Hunter that is a 0/1 Illusion.
- 8When the Avenging Hunter token enters, it triggers twice due to Delney.
Radiant Solar + Sefris of the Hidden Ways + Phantom Steed + Avenging Hunter
- 1Cast Phantom Steed by paying its mana cost.
- 2When Phantom Steed enters, it and Radiant Solar trigger.
- 3Resolve the Phantom Steed trigger, exiling Avenging Hunter until Phantom Steed leaves the battlefield.
- 4Resolve the Radiant Solar trigger, venturing into the Oubliette room, causing you to discard a card and then sacrifice Phantom Steed.
- 5Phantom Steed leaves the battlefield, causing Avenging Hunter to be returned to the battlefield from exile.
- 6When Avenging Hunter enters, it and Radiant Solar trigger.
- 7Resolve the Avenging Hunter trigger, venturing into the Cradle of the Death God room, creating a 4/4 legendary The Atropal creature token and completing Tomb of Annihilation.
- 8If you control two or more The Atropal tokens, put all but one into your graveyard due to the legend rule.
Preston, the Vanisher + Delney, Streetwise Lookout + Sefris of the Hidden Ways + Bloodflow Connoisseur
- 1Complete a dungeon.
- 2Sefris' second ability triggers twice due to Delney.
- 3Resolve the first trigger, returning up to one other creature from your graveyard to the battlefield.
- 4Resolve the second trigger, returning Avenging Hunter from your graveyard onto the battlefield.
- 5When Avenging Hunter enters, it triggers once and Preston triggers twice due to Delney.
- 6Holding priority, activate Bloodflow Connoisseur by sacrificing Avenging Hunter.
- 7Resolve a Preston trigger, creating a token copy of Avenging Hunter that is a 0/1 Illusion.
- 8When the Avenging Hunter token enters, it triggers twice due to Delney.
Radiant Solar + Sefris of the Hidden Ways + Wormfang Drake + Avenging Hunter
- 1Cast Wormfang Drake by paying its mana cost.
- 2When Wormfang Drake enters, it and Radiant Solar trigger.
- 3Resolve the Wormfang Drake trigger, exiling Avenging Hunter.
- 4Resolve the Radiant Solar trigger, venturing into the Oubliette room, causing you to discard a card and then sacrifice Wormfang Drake.
- 5When Wormfang Drake dies, it triggers, returning Avenging Hunter from exile to the battlefield.
- 6When Avenging Hunter enters, it and Radiant Solar trigger.
- 7Resolve the Avenging Hunter trigger, venturing into the Cradle of the Death God room, creating a 4/4 legendary The Atropal creature token and completing Tomb of Annihilation.
- 8If you control two or more The Atropal tokens, put all but one into your graveyard due to the legend rule.
Preston, the Vanisher + Delney, Streetwise Lookout + Sefris of the Hidden Ways + Thermopod
- 1Complete a dungeon.
- 2Sefris' second ability triggers twice due to Delney.
- 3Resolve the first trigger, returning up to one other creature from your graveyard to the battlefield.
- 4Resolve the second trigger, returning Avenging Hunter from your graveyard onto the battlefield.
- 5When Avenging Hunter enters, it triggers once and Preston triggers twice due to Delney.
- 6Holding priority, activate Thermopod by sacrificing Avenging Hunter.
- 7Resolve a Preston trigger, creating a token copy of Avenging Hunter that is a 0/1 Illusion.
- 8When the Avenging Hunter token enters, it triggers twice due to Delney.
Preston, the Vanisher + Delney, Streetwise Lookout + Sefris of the Hidden Ways + Umbral Collar Zealot
- 1Complete a dungeon.
- 2Sefris' second ability triggers twice due to Delney.
- 3Resolve the first trigger, returning up to one other creature from your graveyard to the battlefield.
- 4Resolve the second trigger, returning Avenging Hunter from your graveyard onto the battlefield.
- 5When Avenging Hunter enters, it triggers once and Preston triggers twice due to Delney.
- 6Holding priority, activate Umbral Collar Zealot by sacrificing Avenging Hunter.
- 7Resolve a Preston trigger, creating a token copy of Avenging Hunter that is a 0/1 Illusion.
- 8When the Avenging Hunter token enters, it triggers twice due to Delney.
Related cards and tokens
Legal formats
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Meta decks with Avenging Hunter
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