HubCommandersCardsDecksThemesKeywordsSetsArticles
Sign inSign up
Sign inSign up

Mythicwyrm is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards of the Coast. Portions of the materials used are property of Wizards of the Coast. © Wizards of the Coast LLC.

AboutArticlesContactTermsPrivacyAffiliate Disclosurev0.1.0

© 2026 Mythicwyrm. All rights reserved.

Varis, Silverymoon Ranger
Price$0.27 – $0.63
Buy on TCGplayer
View Commander Hub →

Varis, Silverymoon Ranger

{1}{G}{G}

Legendary Creature — Human Elf Ranger

LegalRank #14,524

Reach, ward {1}

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.

3/3

KeywordsReachWardVenture into the dungeon

Why is this card good?

Wyrm hasn't broken down this card yet — check back soon.

Related cards

Wyrm hasn't mapped related cards for this one yet — check back soon.

Printings (5)

pafrAdventures in the Forgotten Realms Promos · #209aR$11.61Buy
pafrAdventures in the Forgotten Realms Promos · #209sR$0.79Buy
afrAdventures in the Forgotten Realms · #335R$0.27Buy
pafrAdventures in the Forgotten Realms Promos · #209pR$0.63Buy
afrAdventures in the Forgotten Realms · #209R$0.27Buy

Tokens & Emblemsthis card creates

Wolf

Wolf

Find to buy →

Rulings (21)

  • 2021-07-23

    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.

  • 2021-07-23

    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.

  • 2021-07-23

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

  • 2021-07-23

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

  • 2021-07-23

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

  • 2021-07-23

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

  • 2021-07-23

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

  • 2021-07-23

    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.

  • 2021-07-23

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

  • 2021-07-23

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

  • 2021-07-23

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

  • 2021-07-23

    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.

  • 2021-07-23

    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.

  • 2021-07-23

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

  • 2021-07-23

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

  • 2021-07-23

    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.

  • 2021-07-23

    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.

  • 2021-07-23

    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.

  • 2021-07-23

    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.

  • 2021-07-23

    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.

  • 2021-07-23

    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.

Discussion (0)