銀月街のレインジャー、ヴェイリス 


Varis, Silverymoon Ranger
伝説のクリーチャー — 人間・エルフ・レインジャー3/3
Printed (JA)
伝説のクリーチャー — 人間・エルフ・レインジャー
到達, 護法
あなたがクリーチャーかプレインズウォーカーである呪文を唱えるたび、ダンジョン探索をする。この能力は、毎ターン1回しか誘発しない。
あなたがダンジョンを踏破するたび、緑の2/2の狼・クリーチャー・トークン1体を生成する。
Oracle text (EN)
Legendary Creature — Human Elf 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.
Printing details
- Set
- AFR · 335
- Rarity
- Rare
- Language
- JA
- Artist
- Justine Mara Andersen
- Released
- 2021-07-23
- Prices
- – · –
Price history
The trend shows with at least 7 days of history.
- Cardmarket, trend
- CardTrader, Near Mint minimum (JA)
The history starts on October 28, 2026 and grows every day.
Show the data
| Date | Cardmarket, trend | CardTrader, Near Mint minimum (JA) |
|---|---|---|
| November 2, 2026 | €0.29 | €0.23 |
| October 28, 2026 | €0.28 | €0.23 |
Prices
| Source | Non-foil | Foil |
|---|---|---|
| Cardmarket | low – trend €0.29 30-day avg €0.21 | low €0.06 trend €0.27 30-day avg €0.27 |
| CardTrader (JA) | NM from €0.23 with Zero from €0.23 | NM from €0.60 with Zero from €0.60 |
| CardTrader (any language) | NM from €0.23 | NM from €0.34 |
Cardmarket updated Nov 2, 2026 · CardTrader updated Nov 2, 2026
Buy and look up
Legality
- standard Not legal
- pioneer Legal
- modern Legal
- legacy Legal
- vintage Legal
- commander Legal
- pauper Not legal
- alchemy Not legal
- brawl Legal
- competitivebrawl Legal
- duel Legal
- future Not legal
- gladiator Legal
- historic Legal
- oathbreaker Legal
- oldschool Not legal
- paupercommander Not legal
- penny Legal
- predh Not legal
- premodern Not legal
- standardbrawl Not legal
- timeless Legal
- tlr Legal
Rulings
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A player may only have one dungeon in the command zone at a time.
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You can only move forward (well, downward) in a dungeon, never backwards or sideways.
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You can only move forward (well, downward) in a dungeon, never backwards or sideways.
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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.
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Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
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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.
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A player may only have one dungeon in the command zone at a time.
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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.
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Moving into a dungeon room will cause its room ability to trigger.
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Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
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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.
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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.
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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.
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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.
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Dungeons are removed from the game as a state-based action.
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Dungeons are removed from the game as a state-based action.
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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.
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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.
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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.
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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.
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Moving into a dungeon room will cause its room ability to trigger.