Ravenloft Adventurer card art

Ravenloft Adventurer

Creature — Human Rogue Assassin MV 4

Tracked across real Commander games played through TurnZero HQ.

What it does

When this creature enters, you take the initiative.

If a creature an opponent controls would die, instead exile it and put a hit counter on it.

Whenever this creature attacks, if you've completed a dungeon, defending player loses 1 life for each card they own in exile with a hit counter on it.

Combos with Ravenloft Adventurer

Lines this card is part of — what it needs alongside it, and what the two of them do. An infinite result is the one that moves a deck's bracket.

  • Radiant Solar Sefris of the Hidden Ways Fiend Hunter Infinite
    • Near-infinite creature ETB
    • Near-infinite creature LTB
    • Near-infinite death triggers
    • Near-infinite lifeloss for all players
    • Near-infinite creature sacrifice triggers
    See the steps on Commander Spellbook →
  • Radiant Solar Sefris of the Hidden Ways Hostage Taker Infinite
    • Near-infinite creature ETB
    • Near-infinite creature LTB
    • Near-infinite death triggers
    • Near-infinite lifeloss for all players
    • Near-infinite creature sacrifice triggers
    See the steps on Commander Spellbook →
  • Preston, the Vanisher Delney, Streetwise Lookout Sefris of the Hidden Ways Viscera Seer Infinite
    • Infinite artifact ETB
    • Infinite artifact LTB
    • Infinite artifact sacrifice triggers
    • Infinite artifact tokens
    • Infinite +1/+1 counters on creatures you control
    • Infinite creature ETB
    • Infinite creature LTB
    • Infinite Treasure tokens
    • Infinite card draw
    • Infinite colored mana
    • Infinite creature tokens
    • Infinite death triggers
    • Infinite draw triggers
    • Infinite creature sacrifice triggers
    • Near-infinite lifeloss
    • Put all basic lands from your library into your hand
    • Put all creature cards from your library onto the battlefield
    • Return most creature cards from your graveyard onto the battlefield
    See the steps on Commander Spellbook →

Combo data from Commander Spellbook, the community-maintained database of Magic combos. Mirrored nightly.

Rulings

10 official rulings, in the order Wizards published them.

  • 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

    Similarly, when instructed to venture into Undercity, you can’t start a dungeon that isn’t Undercity.

  • 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

    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.

  • 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

    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

    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

    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

    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

    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.

Rulings are Wizards of the Coast's own, mirrored from Scryfall and refreshed nightly.

In the 99

Every deck whose current list includes Ravenloft Adventurer, whatever its commander.

Decks running it 1
Games played 0
Win rate — Fewer than 5 completed games — not enough to publish a rate yet.
Confirmed on board 0 Games where a board photo caught it actually in play.

Most played under

Commander Decks Games Win rate
Etrata, the Silencer 1 0 —

Colors it shows up in

  • Dimir 1 deck

Every version of Ravenloft Adventurer

3 printings, newest first. Prices are the market figures Scryfall publishes, refreshed nightly — a printing with no figure shows a dash rather than a zero, because Scryfall genuinely publishes none for some of them.

Prices from Scryfall, which tracks the TCGplayer and Cardmarket markets. They move daily and are a guide rather than a quote. Search TCGplayer for Ravenloft Adventurer — a name search across every version, for the printings TCGplayer publishes no direct link to.

Aggregated from Commander games tracked in TurnZero HQ. Every figure counts decks and games only — no individual deck list, player or playgroup is identified. Win rates are withheld below 5 completed games, where the sample is too small to mean anything.