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Varis, Silverymoon Ranger

Magic: The GatheringAdventures in the Forgotten Realms Promos#209a

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Magic: The Gathering

Mana cost

Adventures in the Forgotten Realms PromosPAFR · #209a
Card type
Legendary Creature — Human Elf Ranger
Rarity
Rare
Indicative price
★ 7.18 € · ★ 11.97 $
Mana value
3
Power
3
Toughness
3
Colour
Green

Card text

Reach, ward Whenever you cast a creature or planeswalker spell, venture into the dungeon. This ability triggers only once each turn. (To venture into the dungeon, enter the first room or advance to the next room.) Whenever you complete a dungeon, create a 2/2 green Wolf creature token.

Format legality

  • BrawlLegal
  • CommanderLegal
  • CompetitivebrawlLegal
  • DuelLegal
  • GladiatorLegal
  • HistoricLegal
  • LegacyLegal
  • ModernLegal
  • OathbreakerLegal
  • PennyLegal
  • PioneerLegal
  • TimelessLegal
  • VintageLegal

Legalities follow the imported catalogue; check format rules before a tournament.
Data imported on 2026-10-06 (UTC).

Indicative Scryfall prices, updated daily. ★: foil; ★ E: etched foil. EUR and USD represent different markets.

Printing information

Illustrator
Jesper Ejsing
Card language
English
Release date
2021-07-23

Rulings

A player may only have one dungeon in the command zone at a time.

A player may only have one dungeon in the command zone at a time.

Choosing the dungeon or room to venture into is part of resolving the venture into the dungeon keyword action. Once that choice is made, players may not respond until after the appropriate room ability has triggered.

Choosing the dungeon or room to venture into is part of resolving the venture into the dungeon keyword action. Once that choice is made, players may not respond until after the appropriate room ability has triggered.

Dungeon cards are not part of a player's deck or sideboard. In both constructed and limited formats, players can use any dungeon card when they venture into the dungeon.

Dungeon cards are not part of a player's deck or sideboard. In both constructed and limited formats, players can use any dungeon card when they venture into the dungeon.

Dungeons are removed from the game as a state-based action.

Dungeons are removed from the game as a state-based action.

If a player casts a spell that targets multiple permanents their opponent controls with ward, each of those ward abilities will trigger. If that player doesn't pay for all of them, the spell will be countered.

If you somehow venture into the dungeon while a room's ability is on the stack, you will continue on in the dungeon. If you're already in the last room, complete that dungeon and start a new one.

If you somehow venture into the dungeon while a room's ability is on the stack, you will continue on in the dungeon. If you're already in the last room, complete that dungeon and start a new one.

Moving into a dungeon room will cause its room ability to trigger.

Moving into a dungeon room will cause its room ability to trigger.

Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.

Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.

The player venturing into the dungeon chooses which dungeon they will venture into. They may choose a dungeon that they have already completed this game.

The player venturing into the dungeon chooses which dungeon they will venture into. They may choose a dungeon that they have already completed this game.

To venture into the dungeon, a player moves their venture marker into the next room of the dungeon they are currently in. If they aren't currently in a dungeon, that player instead chooses a dungeon card from outside the game, puts it into the command zone, and moves their venture marker onto the first room.

To venture into the dungeon, a player moves their venture marker into the next room of the dungeon they are currently in. If they aren't currently in a dungeon, that player instead chooses a dungeon card from outside the game, puts it into the command zone, and moves their venture marker onto the first room.

You can only move forward (well, downward) in a dungeon, never backwards or sideways.

You can only move forward (well, downward) in a dungeon, never backwards or sideways.

Other printings of this card

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