White Plume Adventurer MTG Card


Card setsReleased in 3 setsSee all
Mana cost
Converted mana cost3
RarityRare
TypeCreature — Orc Cleric
Power 3
Toughness 3

Key Takeaways

  1. Offers card advantage and builds board presence by venturing into dungeons.
  2. Instant speed play disrupts opponents and advances your board position.
  3. Demands a discard for its ability, potentially limiting hand options.

Decks using this card

MTG decks using White Plume Adventurer. Dig deeper into the strategy of decks, sideboard cards, list ideas and export to play in ARENA or MOL.

#NameFormatArchetypeEvent
Mono-White InitiativeMono-White Initiative VintageMono-White InitiativeVintage Challenge 32 2024-04-25
Esper TinkerEsper Tinker VintageBlue TinkerVintage Qualifier 2024-05-05
Boros PrisonBoros Prison VintageRed PrisonVintage League 2024-05-01

Where to buy

If you're looking to purchase White Plume Adventurer MTG card by a specific set like Commander Legends: Battle for Baldur's Gate and Commander Legends: Battle for Baldur's Gate, there are several reliable options to consider. One of the primary sources is your local game store, where you can often find booster packs, individual cards, and preconstructed decks from current and some past sets. They often offer the added benefit of a community where you can trade with other players.

For a broader inventory, particularly of older sets, online marketplaces like TCGPlayer, Card Kingdom and Card Market offer extensive selections and allow you to search for cards from specific sets. Larger e-commerce platforms like eBay and Amazon also have listings from various sellers, which can be a good place to look for sealed product and rare finds.

Additionally, Magic’s official site often has a store locator and retailer lists for finding Wizards of the Coast licensed products. Remember to check for authenticity and the condition of the cards when purchasing, especially from individual sellers on larger marketplaces.

Below is a list of some store websites where you can buy the White Plume Adventurer and other MTG cards:

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Text of card

When White Plume Adventurer enters the battlefield, 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.


Card Pros

Card Advantage: The White Plume Adventurer enables you to effectively utilize the “Venture into the Dungeon” mechanic, potentially drawing cards or creating creature tokens as you progress through the dungeon, enhancing your board presence and hand resources.

Resource Acceleration: By allowing you to progress within a dungeon, this card can expedite your journey to rooms that grant additional mana or resources. This encourages a strategy that can propel you ahead of your opponent by delivering valuable resources at a more rapid pace than traditional play might allow.

Instant Speed: With the ability to flash in the White Plume Adventurer, you’re given the flexibility to surprise your opponent, potentially during their turn. This unexpected play can disrupt your adversary’s tactics while simultaneously advancing your position on the board—or within the dungeon—without having to wait for your turn to come around.


Card Cons

Discard Requirement: Casting White Plume Adventurer can be a challenge when you’re trying to conserve cards in your hand. It necessitates discarding another card to take advantage of its dungeon-related ability, potentially leaving you with fewer options later in the game.

Specific Mana Cost: As a card steeped in white mana, White Plume Adventurer requires a dedicated slot in mono-white or certain two-color decks. Its white mana requirement may not align with the mana base of more diverse, multi-colored decks, potentially limiting its playability.

Comparatively High Mana Cost: With a mana cost that leans towards the higher end for its effects, White Plume Adventurer may not always be the most mana-efficient choice. There are options in the pool of white cards that might provide similar or better value at a lower cost, allowing for a more streamlined and flexible game plan.


Reasons to Include in Your Collection

Versatility: The White Plume Adventurer can seamlessly adapt to many deck strategies, offering early board presence or completing your party to enable various synergies.

Combo Potential: This card presents ample opportunities to work in concert with other party members, potentially unlocking powerful abilities or accelerating your game plan in party-centric builds.

Meta-Relevance: Given its role in party mechanic decks and its ability to affect the battlefield immediately, White Plume Adventurer remains a relevant choice in environments where board control and creature synergies are vital.


How to beat

White Plume Adventurer stands out in the MTG scene as a versatile card with the initiative mechanic, offering players the chance to delve into the Dungeon of White Plume Mountain. This compelling option can swiftly change the pace of the game but it isn’t unbeatable. Overcoming this adventurer requires a strategic approach. Controlling the board with removal spells can prove effective, as timing them right allows you to mitigate the impact of the initiative before your opponent benefits too much.

Employing instant-speed interaction disrupts the White Plume Adventurer’s play pattern. Cards like Fatal Push or Path to Exile, can unseat the adventurer from the battlefield, ensuring your opponent never steps foot in the dungeon. Additionally, countering it upon cast with spells like Negate can deny the initiative’s advantage altogether. It’s also wise to manage your resources efficiently, maintaining the pressure with creatures or abilities that can either trade with or outclass the adventurer stats-wise.

Ultimately, as with many cards in MTG, maintaining board presence and keeping answers in hand is the key to triumphing over this determined adventurer and the new dimensions it brings to the playing field.


BurnMana Recommendations

The White Plume Adventurer stands as a notable card in MTG, particularly for players adept at utilizing the ‘Venture into the Dungeon’ mechanic. Offering both surprises in battle and strategic advancements, it encourages an unconventional but effective playstyle. Though its mana specificity may restrict its use to certain decks, its unique abilities can be a game-changer in the right context. If you’re keen on mastering the depths of dungeons or refining your white mana strategies, the intricacies and potential combos of this card warrant a deeper look. Join the BurnMana community where seasoned and aspiring MTG champions gather to explore strategies, card interactions, and to stay ahead in the ever-evolving meta.


Cards like White Plume Adventurer

White Plume Adventurer stands as a unique offering in the venture into the dungeon archetype for Magic: The Gathering. It invites comparison with other cards like Wandermare, which also carries a 3/3 body for three mana. However, White Plume Adventurer forges its path by granting a venture into the dungeon token upon attacking, unlike Wandermare’s focus on the synergy of changing creature types.

Another peer in the venture category is Nadaar, Selfless Paladin. Like our adventurer, Nadaar excels at dungeon delving, but it initiates the venture upon entering the battlefield or attacking, providing flexibility. While Nadaar has vigilance and can grow stronger, White Plume Adventurer offers consistency in dungeon progression every combat. Then there’s Barrowin of Clan Undurr, which requires a party to venture into the dungeon. White Plume Adventurer does not need other creature types to be effective, arguably a more self-sufficient choice for a player’s deck.

Taking into account the synergy with the dungeon mechanic and its autonomous nature, White Plume Adventurer proves to be a proficient tool for dungeon-themed decks, weaving a straightforward path to dungeon rewards.

Wandermare - MTG Card versions
Nadaar, Selfless Paladin - MTG Card versions
Barrowin of Clan Undurr - MTG Card versions
Wandermare - MTG Card versions
Nadaar, Selfless Paladin - MTG Card versions
Barrowin of Clan Undurr - MTG Card versions

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Elvish Healer - MTG Card versions
Femeref Knight - MTG Card versions
Border Guard - MTG Card versions
Stern Marshal - MTG Card versions
Soltari Crusader - MTG Card versions
Town Sentry - MTG Card versions
Benalish Knight - MTG Card versions
Regal Unicorn - MTG Card versions
Wild Griffin - MTG Card versions
Pianna, Nomad Captain - MTG Card versions
Dogged Hunter - MTG Card versions
Sanctum Prelate - MTG Card versions
Diving Griffin - MTG Card versions
Faithful Squire // Kaiso, Memory of Loyalty - MTG Card versions
Kitsune Palliator - MTG Card versions
Freewind Equenaut - MTG Card versions
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Printings

The White Plume Adventurer Magic the Gathering card was released in 2 different sets between 2022-06-10 and 2022-06-10. Illustrated by Joseph Weston.

#ReleasedNameCodeSymbolNumberFrameLayoutBorderArtist
12022-06-10Commander Legends: Battle for Baldur's GateCLB 492015NormalBlackJoseph Weston
22022-06-10Commander Legends: Battle for Baldur's GateCLB 5582015NormalBlackJoseph Weston
32022-06-10Battle for Baldur's Gate PromosPCLB 49s2015NormalBlackJoseph Weston

Legalities

Magic the Gathering formats where White Plume Adventurer has restrictions

FormatLegality
CommanderLegal
LegacyBanned
OathbreakerLegal
VintageLegal
DuelLegal

Rules and information

The reference guide for Magic: The Gathering White Plume Adventurer card rulings provides official rulings, any errata issued, as well as a record of all the functional modifications that have occurred.

Date Text
2022-06-10 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.
2022-06-10 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.
2022-06-10 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).
2022-06-10 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.
2022-06-10 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.
2022-06-10 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.
2022-06-10 Similarly, when instructed to venture into Undercity, you can’t start a dungeon that isn’t Undercity.
2022-06-10 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.
2022-06-10 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.
2022-06-10 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.