Varis, Silverymoon Ranger

Varis, Silverymoon Ranger

Legendary Creature — Human Elf Ranger3/3

Oracle text (EN)

Legendary Creature — Human Elf Ranger

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.

Printing details

Set
PAFR · 209a
Rarity
Rare
Language
EN
Artist
Jesper Ejsing
Released
2021-07-23
Prices
€7.18 · $12.20

Price history

The trend shows with at least 7 days of history.

  • Cardmarket, trend
  • CardTrader, Near Mint minimum (EN)

The history starts on October 28, 2026 and grows every day.

Show the data
DateCardmarket, trendCardTrader, Near Mint minimum (EN)
October 28, 2026€7.18€6.79

Prices

SourceNon-foilFoil
Cardmarketlow €6.55 trend €0.00 30-day avg –low €6.55 trend €7.18 30-day avg €12.54
CardTrader (EN)NM from – NM from €6.79 with Zero from €6.79
CardTrader (any language)NM from – NM from €6.79

Cardmarket updated Nov 2, 2026 · CardTrader updated Nov 2, 2026

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

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

  • 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.

  • 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.

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

  • 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.

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

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

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

Printings

25 printings

SetNo.RarityLanguageEURUSDCMCT
PAFR(Shown printing)209aRareEN€7.18$12.20€6.55€6.79
AFR209RareZHT––€0.30–
AFR335RareIT––€0.29€0.85
AFR335RareZHS––€0.29–
AFR209RareDE––€0.30€0.23
AFR209RareRU––€0.30€0.34
AFR209RareJA––€0.30€0.49
PAFR209pRareEN€0.37$0.89€0.10€1.28
AFR209RareFR––€0.30€0.24
AFR335RareFR––€0.29–
AFR209RarePT––€0.30–
AFR335RarePT––€0.29–
AFR335RareKO––€0.29–
AFR335RareZHT––€0.29–
AFR335RareRU––€0.29–
AFR335RareJA––€0.29€0.23
PAFR209sRareEN€0.86$1.23€0.30€1.03
AFR335RareEN€0.28$0.27€0.29€0.23
AFR335RareES––€0.29–
AFR209RareZHS––€0.30€1.55
AFR335RareDE––€0.29€0.32
AFR209RareEN€0.31$0.35€0.30€0.19
AFR209RareIT––€0.30€0.18
AFR209RareKO––€0.30–
AFR209RareES––€0.30€0.45

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