LEGENDARY CREATURE — HUMAN ELF RANGER
Varis, Silverymoon Ranger
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.
FORMATS
CommanderLEGAL
Brawl (Historic)LEGAL
DraftNOT LEGAL
StandardNOT LEGAL
ModernLEGAL
PioneerLEGAL
REMINDER TEXT · 1
- WOTC Official Reminder Textofficial rulesWard — Whenever this permanent becomes the target of a spell or ability an opponent controls, counter it unless that player pays [cost].
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- WWizards of the Coast2021-07-23Official RulingIf 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.
- WWizards of the Coast2021-07-23Official RulingOnce you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
- WWizards of the Coast2021-07-23Official RulingIf 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.
- WWizards of the Coast2021-07-23Official RulingA player may only have one dungeon in the command zone at a time.
- WWizards of the Coast2021-07-23Official RulingTo 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.
- WWizards of the Coast2021-07-23Official RulingMoving into a dungeon room will cause its room ability to trigger.
- WWizards of the Coast2021-07-23Official RulingChoosing 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.
- WWizards of the Coast2021-07-23Official RulingYou can only move forward (well, downward) in a dungeon, never backwards or sideways.
- WWizards of the Coast2021-07-23Official RulingDungeon 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.
- WWizards of the Coast2021-07-23Official RulingDungeons are removed from the game as a state-based action.
- WWizards of the Coast2021-07-23Official RulingThe player venturing into the dungeon chooses which dungeon they will venture into. They may choose a dungeon that they have already completed this game.
Rulings via Scryfall
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