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Legendary Creature — Dwarf Cleric
When Barrowin enters, venture into the dungeon. (Enter the first room or advance to the next room.) Whenever Barrowin attacks, return up to one creature card with mana value 3 or less from your graveyard to the battlefield if you've completed a dungeon.
“Dungeon-diving cleric that reanimates small creatures once you complete a dungeon.”
Barrowin of Clan Undurr is your ticket to a grindy midrange deck that blends dungeon crawling with recursive graveyard shenanigans. The game plan is straightforward: trigger the dungeon venture on entry, then attack repeatedly to reanimate cheap creatures from your graveyard once you've completed a dungeon. This creates a steady stream of board presence and value that's hard for opponents to keep up with, especially since you're getting free creatures on top of your regular plays.
You'll want to fill your deck with efficient creatures in the 1–3 mana range so Barrowin's reanimation trigger gives you genuine threats, not just filler. Cheap removal, card draw, and ways to fill your graveyard early (like Stitcher's Supplier or mill effects) accelerate your setup. Once you've cleared a dungeon, you shift into a rhythm where attacking feels like drawing extra cards. The deck wins through consistent combat damage backed by an army that seems to never run out of reinforcements.
Strategy generated by Tapped Decks AI. Not affiliated with Wizards of the Coast.
Skip expensive dungeon payoffs—Barrowin is self-contained. Replace pricey reanimation like Unmarked Grave with Cauldron Familiar or simple fetchlands, and use basic removal like Portable Hole over premium sweepers.
Inclusion = % of Barrowin of Clan Undurr decks running this card. +lift = percentage-point boost over the format average.
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