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Rules guide · Creature

White Plume AdventurerHow it works & interactions with other cards

By the ManaCount desk· 8 min read· Commander Legends: Battle for Baldur's Gate· June 10, 2022
Carte Magic White Plume Adventurer

White Plume Adventurer 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

When this creature enters, you take the initiative. At the beginning of each opponent's upkeep, untap a creature you control. If you've completed a dungeon, untap all creatures you control instead.

Complete guide

White Plume Adventurer is a powerhouse for aggressive and defensive strategies alike, bringing the Undercity dungeon mechanics to the table for just three mana. By securing the initiative, you gain a recurring source of value while ensuring your board stays ready for combat during your opponents' turns.

Seizing the Initiative

When White Plume Adventurer enters the battlefield, you take the initiative. This special designation does two things: you immediately venture into the Undercity dungeon, and you venture again at the start of every one of your upkeeps as long as you hold the initiative. If you are not currently in a dungeon, you must start the Undercity; if you are already in a dungeon, you simply move to the next room. Only one player can have the initiative at a time, and if an opponent deals combat damage to you, they will take the initiative for themselves.

Vigorous Defense

The Orc Cleric's second ability triggers at the beginning of each opponent's upkeep. Normally, this allows you to untap a single creature you control, which is excellent for using creatures with tap abilities or keeping a blocker ready. However, if you have completed any dungeon during the game, this effect is upgraded to untap every creature you control. Note that this happens on every opponent's turn, making it especially potent in multiplayer games.

Resolution Step-by-Step

First, the 'enters' trigger goes on the stack. When it resolves, you take the initiative and immediately venture into the first room of Undercity (Secret Entrance) to find a basic land. Second, during an opponent's upkeep, the untap trigger goes on the stack. The game checks if you have completed a dungeon at the moment the ability resolves. If you haven't, you choose one creature to untap; if you have, everything you control untaps at once.

Common Pitfalls

A common mistake is forgetting that you cannot enter the Undercity dungeon using standard 'venture into the dungeon' effects if you aren't already there; you must specifically 'take the initiative' or 'venture into Undercity' to start it. Additionally, remember that if you lose the initiative to combat damage, you stop venturing on your upkeeps, but White Plume Adventurer's untap ability still functions regardless of who currently holds the initiative.

Interaction examples

Double the Initiative

If you control Roaming Throne with 'Orc' or 'Cleric' chosen, White Plume Adventurer's entry trigger happens twice. You take the initiative twice, meaning you venture into the Undercity twice immediately, moving from the Secret Entrance to either the Forge or the Lost Well in a single turn.

Mana and Defense Synergy

After you attack with Solemn Simulacrum, White Plume Adventurer's trigger during your opponent's upkeep allows you to untap the Golem. This ensures you have a 2/2 blocker available to protect your initiative from being stolen by an opponent's creature.

The Completion Bonus

Once you move through the final room of the Undercity (Throne of the Dead Three), the dungeon is considered completed. For the rest of the game, White Plume Adventurer will untap all of your creatures during every opponent's upkeep, effectively giving your entire team vigilance and resetting your tap abilities.

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

How it works : White Plume Adventurer

Original English text — Wizards of the Coast / Scryfall

  1. #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. #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. #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. #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. #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. #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. #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. #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. #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. #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.

02

Popular combos

Real combos played by the community, sorted by popularity.

Radiant Solar
+Sefris of the Hidden Ways
+Hostage Taker
+White Plume Adventurer
#1

Radiant Solar + Sefris of the Hidden Ways + Hostage Taker + White Plume Adventurer

Near-infinite creature ETBNear-infinite creature LTBNear-infinite death triggersNear-infinite lifeloss for all players
  1. 1Cast Hostage Taker by paying its mana cost.
  2. 2When Hostage Taker enters, it and Radiant Solar trigger.
  3. 3Resolve the Hostage Taker trigger, exiling White Plume Adventurer until Hostage Taker leaves the battlefield.
  4. 4Resolve the Radiant Solar trigger, venturing into the Oubliette room, causing you to discard a card and then sacrifice Hostage Taker.
  5. 5Hostage Taker leaves the battlefield, causing White Plume Adventurer to be returned to the battlefield from exile.
  6. 6When White Plume Adventurer enters, it and Radiant Solar trigger.
  7. 7Resolve the White Plume Adventurer trigger, venturing into the Cradle of the Death God room, creating a 4/4 legendary The Atropal creature token and completing Tomb of Annihilation.
  8. 8If you control two or more The Atropal tokens, put all but one into your graveyard due to the legend rule.
Radiant Solar
+Sefris of the Hidden Ways
+Phantom Steed
+White Plume Adventurer
#2

Radiant Solar + Sefris of the Hidden Ways + Phantom Steed + White Plume Adventurer

Near-infinite creature ETBNear-infinite creature LTBNear-infinite death triggersNear-infinite lifeloss for all players
  1. 1Cast Phantom Steed by paying its mana cost.
  2. 2When Phantom Steed enters, it and Radiant Solar trigger.
  3. 3Resolve the Phantom Steed trigger, exiling White Plume Adventurer until Phantom Steed leaves the battlefield.
  4. 4Resolve the Radiant Solar trigger, venturing into the Oubliette room, causing you to discard a card and then sacrifice Phantom Steed.
  5. 5Phantom Steed leaves the battlefield, causing White Plume Adventurer to be returned to the battlefield from exile.
  6. 6When White Plume Adventurer enters, it and Radiant Solar trigger.
  7. 7Resolve the White Plume Adventurer trigger, venturing into the Cradle of the Death God room, creating a 4/4 legendary The Atropal creature token and completing Tomb of Annihilation.
  8. 8If you control two or more The Atropal tokens, put all but one into your graveyard due to the legend rule.
Radiant Solar
+Sefris of the Hidden Ways
+Fiend Hunter
+White Plume Adventurer
#3

Radiant Solar + Sefris of the Hidden Ways + Fiend Hunter + White Plume Adventurer

Near-infinite creature ETBNear-infinite creature LTBNear-infinite death triggersNear-infinite lifeloss for all players
  1. 1Cast Fiend Hunter by paying its mana cost.
  2. 2When Fiend Hunter enters, it and Radiant Solar trigger.
  3. 3Resolve the Fiend Hunter trigger, exiling White Plume Adventurer.
  4. 4Resolve the Radiant Solar trigger, venturing into the Oubliette room, causing you to discard a card and then sacrifice Fiend Hunter.
  5. 5When Fiend Hunter dies, it triggers, returning White Plume Adventurer from exile to the battlefield.
  6. 6When White Plume Adventurer enters, it and Radiant Solar trigger.
  7. 7Resolve the White Plume Adventurer trigger, venturing into the Cradle of the Death God room, creating a 4/4 legendary The Atropal creature token and completing Tomb of Annihilation.
  8. 8If you control two or more The Atropal tokens, put all but one into your graveyard due to the legend rule.
Radiant Solar
+Sefris of the Hidden Ways
+Werefox Bodyguard
+White Plume Adventurer
#4

Radiant Solar + Sefris of the Hidden Ways + Werefox Bodyguard + White Plume Adventurer

Near-infinite creature ETBNear-infinite creature LTBNear-infinite death triggersNear-infinite lifeloss for all players
  1. 1Cast Werefox Bodyguard by paying its mana cost.
  2. 2When Werefox Bodyguard enters, it and Radiant Solar trigger.
  3. 3Resolve the Werefox Bodyguard trigger, exiling White Plume Adventurer until Werefox Bodyguard leaves the battlefield.
  4. 4Resolve the Radiant Solar trigger, venturing into the Oubliette room, causing you to discard a card and then sacrifice Werefox Bodyguard.
  5. 5Werefox Bodyguard leaves the battlefield, causing White Plume Adventurer to be returned to the battlefield from exile.
  6. 6When White Plume Adventurer enters, it and Radiant Solar trigger.
  7. 7Resolve the White Plume Adventurer trigger, venturing into the Cradle of the Death God room, creating a 4/4 legendary The Atropal creature token and completing Tomb of Annihilation.
  8. 8If you control two or more The Atropal tokens, put all but one into your graveyard due to the legend rule.
Radiant Solar
+Sefris of the Hidden Ways
+White Plume Adventurer
+Mardu Siegebreaker
#5

Radiant Solar + Sefris of the Hidden Ways + White Plume Adventurer + Mardu Siegebreaker

Near-infinite creature ETBNear-infinite creature LTBNear-infinite death triggersNear-infinite lifeloss for all players
  1. 1Cast Mardu Siegebreaker by paying its mana cost.
  2. 2When Mardu Siegebreaker enters, it and Radiant Solar trigger.
  3. 3Resolve the Mardu Siegebreaker trigger, exiling White Plume Adventurer until Mardu Siegebreaker leaves the battlefield.
  4. 4Resolve the Radiant Solar trigger, venturing into the Oubliette room, causing you to discard a card and then sacrifice Mardu Siegebreaker.
  5. 5Mardu Siegebreaker leaves the battlefield, causing White Plume Adventurer to be returned to the battlefield from exile.
  6. 6When White Plume Adventurer enters, it and Radiant Solar trigger.
  7. 7Resolve the White Plume Adventurer trigger, venturing into the Cradle of the Death God room, creating a 4/4 legendary The Atropal creature token and completing Tomb of Annihilation.
  8. 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
+Viscera Seer
#6

Preston, the Vanisher + Delney, Streetwise Lookout + Sefris of the Hidden Ways + Viscera Seer

Infinite artifact ETBInfinite artifact LTBInfinite artifact sacrifice triggersInfinite artifact tokens
  1. 1Complete a dungeon.
  2. 2Sefris' second ability triggers twice due to Delney.
  3. 3Resolve the first trigger, returning up to one other creature from your graveyard to the battlefield.
  4. 4Resolve the second trigger, returning White Plume Adventurer from your graveyard onto the battlefield.
  5. 5When White Plume Adventurer enters, it triggers once and Preston triggers twice due to Delney.
  6. 6Holding priority, activate Viscera Seer by sacrificing White Plume Adventurer.
  7. 7Resolve a Preston trigger, creating a token copy of White Plume Adventurer that is a 0/1 Illusion.
  8. 8When the White Plume Adventurer token enters, it triggers twice due to Delney.
Radiant Solar
+Sefris of the Hidden Ways
+White Plume Adventurer
+All-Fates Stalker
#7

Radiant Solar + Sefris of the Hidden Ways + White Plume Adventurer + All-Fates Stalker

Near-infinite creature ETBNear-infinite creature LTBNear-infinite death triggersNear-infinite lifeloss for all players
  1. 1Cast All-Fates Stalker by paying its mana cost.
  2. 2When All-Fates Stalker enters, it and Radiant Solar trigger.
  3. 3Resolve the All-Fates Stalker trigger, exiling White Plume Adventurer until All-Fates Stalker leaves the battlefield.
  4. 4Resolve the Radiant Solar trigger, venturing into the Oubliette room, causing you to discard a card and then sacrifice All-Fates Stalker.
  5. 5All-Fates Stalker leaves the battlefield, causing White Plume Adventurer to be returned to the battlefield from exile.
  6. 6When White Plume Adventurer enters, it and Radiant Solar trigger.
  7. 7Resolve the White Plume Adventurer trigger, venturing into the Cradle of the Death God room, creating a 4/4 legendary The Atropal creature token and completing Tomb of Annihilation.
  8. 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
+Altar of Dementia
#8

Preston, the Vanisher + Delney, Streetwise Lookout + Sefris of the Hidden Ways + Altar of Dementia

Infinite artifact ETBInfinite artifact LTBInfinite artifact sacrifice triggersInfinite artifact tokens
  1. 1Complete a dungeon.
  2. 2Sefris' second ability triggers twice due to Delney.
  3. 3Resolve the first trigger, returning up to one other creature from your graveyard to the battlefield.
  4. 4Resolve the second trigger, returning White Plume Adventurer from your graveyard onto the battlefield.
  5. 5When White Plume Adventurer enters, it triggers once and Preston triggers twice due to Delney.
  6. 6Holding priority, activate Altar of Dementia by sacrificing White Plume Adventurer.
  7. 7Resolve a Preston trigger, creating a token copy of White Plume Adventurer that is a 0/1 Illusion.
  8. 8When the White Plume Adventurer token enters, it triggers twice due to Delney.
03

Legal formats

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