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

Viewing offers in Near Mint condition

rare · Creature — Human Rogue Assassin

Ravenloft Adventurer

rare · Creature — Human Rogue Assassin · Commander Legends: Battle for Baldur's Gate
$0.51
Low
$0.60
Market
$0.75
High

Oracle Text

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.

Card Details

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

Character Background

Ravenloft Adventurer fits best in a grindy value-control or midrange plan, where its 3/4 body blocks well, the initiative helps snowball advantage, and the exile clause turns ordinary removal into long-term pressure. Taking the initiative on entry is especially strong in Commander, since the first dungeon room often stabilizes the board or builds resources, while the death replacement effect quietly stocks up hit counters on exiled enemy creatures. That makes sweepers, forced-sacrifice effects, and repeatable removal much nastier, because every creature that dies can later convert into direct life loss once you’ve completed a dungeon. The card also rewards decks that can reliably keep the initiative and finish dungeons quickly—pair it with venture cards, evasive attackers, or blink effects to re-trigger initiative. In lore terms, it evokes a lurking hunter in a shadowed domain, turning every fallen foe into part of a larger, ominous tally.

Generated using gpt-5.4-mini

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Suggested Pricing
$0.51 - $0.75
At the current market price of $0.60.
Average Time to Sell
3 days
At the current market price of $0.60.

Public Decks Using This Card

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Character Background

Ravenloft Adventurer fits best in a grindy value-control or midrange plan, where its 3/4 body blocks well, the initiative helps snowball advantage, and the exile clause turns ordinary removal into long-term pressure. Taking the initiative on entry is especially strong in Commander, since the first dungeon room often stabilizes the board or builds resources, while the death replacement effect quietly stocks up hit counters on exiled enemy creatures. That makes sweepers, forced-sacrifice effects, and repeatable removal much nastier, because every creature that dies can later convert into direct life loss once you’ve completed a dungeon. The card also rewards decks that can reliably keep the initiative and finish dungeons quickly—pair it with venture cards, evasive attackers, or blink effects to re-trigger initiative. In lore terms, it evokes a lurking hunter in a shadowed domain, turning every fallen foe into part of a larger, ominous tally.

Generated using gpt-5.4-mini · Updated at 2026-08-11 21:40:42 UTC

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