Nadaar, Selfless Paladin – D&D: Adventures in the Forgotten Realms
Date Reviewed: August 30, 2021
Commander [EDH]: 3.13
Ratings are based on a 1 to 5 scale. 1 is bad. 3 is average. 5 is great.
If you want to get into the dungeon early and often, Nadaar is perhaps the best card to get you there. He has great stats for his cost, immediate impact both on combat and on the dungeon, and a very appealing bonus for completing one. I like how he generates card advantage of a sort, in a subtle and very on-character manner. And I also like how the different characteristics of the currently-available dungeon cards let you tailor what he does to the current game state. If you want to race to the Glorious Anthem effect, you can go for Tomb of Anihilation; if you need longer and more incremental advantage, you’ll send him into Dungeon of the Mad Mage. He’s a great standard-bearer for the paladin class in Magic all around.
One of the first previewed cards from the set, Nadaar is an unfussy, uncomplicated creature that attacks and blocks well and gets you incremental advantage. A static Glorious Anthem isn’t half bad, either, and it can be subtly powerful in terms of ending a game. He won’t ever be the star of a deck, but a color-light mana cost and an acceptable body means he won’t ever be complete dead weight, especially since he sends you into the dungeon on entry.
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