Home / Magic: The Gathering / Commander Legends: Battle for Baldur's Gate / Seasoned Dungeoneer
Seasoned Dungeoneer
NM
LP
MP
HP

Viewing offers in Near Mint condition

rare · Creature — Human Warrior

Seasoned Dungeoneer

rare · Creature — Human Warrior · Commander Legends: Battle for Baldur's Gate
$7.13
Low
$8.39
Market
$10.49
High

Oracle Text

When this creature enters, you take the initiative.
Whenever you attack, target attacking Cleric, Rogue, Warrior, or Wizard gains protection from creatures until end of turn. It explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.)

Card Details

3/4Power / Toughness
{3}{W}Mana Cost
1Prints

Character Background

Seasoned Dungeoneer is a clean value engine for white midrange and initiative-focused tempo decks, especially in Commander where repeated combat steps matter. A 3/4 for four is already respectable, but entering with the initiative and then exploring every time you attack gives it a strong snowball pattern: it helps smooth draws, grow itself or a key attacker, and keep pressure on opponents while advancing through the Undercity. The protection ability is the real tactical prize, since it can shield an attacking Cleric, Rogue, Warrior, or Wizard from blockers and let your best threat connect safely. That makes the card especially good in party-style shells or creature-heavy lists with relevant tribes; pairing it with evasive Rogues or value Wizards can push damage through while triggering on-attack effects. In practice, it rewards decks that want to curve out, survive combat, and turn steady board presence into incremental advantage.

Generated using gpt-5.4-mini

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Suggested Pricing
$7.13 - $10.49
At the current market price of $8.39.
Average Time to Sell
3 days
At the current market price of $8.39.

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Character Background

Seasoned Dungeoneer is a clean value engine for white midrange and initiative-focused tempo decks, especially in Commander where repeated combat steps matter. A 3/4 for four is already respectable, but entering with the initiative and then exploring every time you attack gives it a strong snowball pattern: it helps smooth draws, grow itself or a key attacker, and keep pressure on opponents while advancing through the Undercity. The protection ability is the real tactical prize, since it can shield an attacking Cleric, Rogue, Warrior, or Wizard from blockers and let your best threat connect safely. That makes the card especially good in party-style shells or creature-heavy lists with relevant tribes; pairing it with evasive Rogues or value Wizards can push damage through while triggering on-attack effects. In practice, it rewards decks that want to curve out, survive combat, and turn steady board presence into incremental advantage.

Generated using gpt-5.4-mini · Updated at 2026-08-21 20:10:48 UTC

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