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Radiant Solar

Magic: The GatheringForgotten Realms Commander#278

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Magic: The Gathering

Mana cost

Forgotten Realms CommanderAFC · #278
Card type
Creature — Angel
Rarity
Rare
Indicative price
7.32 € · 5.27 $
Mana value
6
Power
3
Toughness
6
Colour
White

Card text

Flying, lifelink Whenever this creature or another nontoken creature you control enters, venture into the dungeon. (Enter the first room or advance to the next room.) , Discard this card: Venture into the dungeon and you gain 3 life.

Format legality

  • CommanderLegal
  • DuelLegal
  • LegacyLegal
  • OathbreakerLegal
  • 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
Alexander Mokhov
Card language
English
Release date
2021-07-23

Rulings

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

A token copy of Radiant Solar entering the battlefield will cause its own ability to trigger, but not that of any other Radiant Solars.

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.

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

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.

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.

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.

Other printings of this card

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