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Intrepid OutlanderHow it works & interactions with other cards

By the ManaCount desk· 3 min read· Adventures in the Forgotten Realms· July 23, 2021
Carte Magic Intrepid Outlander

Intrepid Outlander 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.

01

Official card 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.)

Complete guide

Intrepid Outlander is a versatile Orc Ranger that excels at both defense and progression. With the reach keyword and the pack tactics ability, it allows players to navigate dangerous dungeons while holding the line against flying attackers.

Understanding Pack Tactics

Pack tactics is an ability that triggers whenever Intrepid Outlander attacks, but only if the total power of all creatures you attacked with this combat is 6 or greater. This calculation includes Intrepid Outlander's own power. If the condition is met at the moment of attacking, the ability goes on the stack, allowing you to venture into the dungeon upon resolution.

The Venturing Process

When the pack tactics ability resolves, you venture into the dungeon. If you are not currently in a dungeon, you choose one of the three available dungeon cards from outside the game—Dungeon of the Mad Mage, Lost Mine of Phandelver, or Tomb of Annihilation—and place it in the command zone, starting in the first room. If you are already in a dungeon, you move your marker to the next room following the arrows. Each room triggers a unique ability when you enter it.

Common Pitfalls

A common mistake is forgetting that the power check happens only at the moment the creature is declared as an attacker. If your creatures' total power is reduced below 6 after the ability has already triggered, the ability will still resolve. Conversely, if you attack with less than 6 power and then increase their power with a spell later in combat, the ability will not trigger at all. Additionally, remember that you can only be in one dungeon at a time.

When to Play Intrepid Outlander

This card is most effective in decks that can quickly reach the 6-power threshold. Because it has reach, it serves as an excellent deterrent for small flying creatures. Play it early to establish a board presence and use your larger creatures to trigger its venture ability repeatedly, granting you incremental advantages like card draw, mana tokens, or life drain.

Interaction examples

Reaching the Power Threshold

If you attack with Intrepid Outlander (2 power), two Llanowar Elves (1 power each), and a Birds of Paradise (0 power), your total attacking power is 4. In this scenario, pack tactics does not trigger. You would need 2 more power from other attackers or a power-buffing spell before declaring attackers to venture.

Navigating the Lost Mine

You attack with Intrepid Outlander and a 4-power creature. Since total power is 6, pack tactics triggers. On resolution, you choose Lost Mine of Phandelver and enter the 'Cave Entrance', which triggers a Scry 1. On your next turn, if you trigger pack tactics again, you can move to either 'Goblin Lair' to create a token or 'Mine Tunnels' for a Treasure.

Completing the Tomb

If you are in the final room of Tomb of Annihilation, 'Cradle of the Death God', and resolve a venture action from Intrepid Outlander, you first create The Atropal token. The dungeon is then completed and removed from the game. Because the venture action is complete, you do not start a new dungeon until the next time you are instructed to venture.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Intrepid Outlander

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    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.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

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

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

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

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

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

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    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.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    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.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

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

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

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

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    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.

    No other card is named in this ruling.

  10. #10· Wizards of the Coast

    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.

    No other card is named in this ruling.

02

Legal formats

historictimelessgladiatorpioneermodernlegacyvintagecommanderoathbreakerbrawlcompetitivebrawldueltlr
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