Sefris of the Hidden Ways
Legendary Creature — Human Wizard
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Market price
$0.31
Foil
1
Public deck
Rules Text
Card Facts
Legality
Commander
LegalDuel Commander
LegalLegacy
LegalOathbreaker
LegalTLR
LegalVintage
LegalAlchemy
Not legalBrawl
Not legalCompetitive Brawl
Not legalFuture
Not legalGladiator
Not legalHistoric
Not legalModern
Not legalOld School
Not legalPauper
Not legalPauper Commander
Not legalPenny Dreadful
Not legalPioneer
Not legalPreDH
Not legalPremodern
Not legalStandard
Not legalStandard Brawl
Not legalTimeless
Not legalRulings
- Sep 24, 2021 · Wizards of the Coast
Sefris of the Hidden Ways must be on the battlefield for its first ability to trigger. It does not trigger when Sefris goes to the graveyard from the battlefield, even if other creature cards also went to the graveyard at the same time.
- Jul 23, 2021 · Wizards of the Coast
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.
- Jul 23, 2021 · Wizards of the Coast
Moving into a dungeon room will cause its room ability to trigger.
- Jul 23, 2021 · Wizards of the Coast
Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
- Jul 23, 2021 · Wizards of the Coast
A player may only have one dungeon in the command zone at a time.
- Jul 23, 2021 · Wizards of the Coast
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.
- Jul 23, 2021 · Wizards of the Coast
Sefris of the Hidden Ways' first ability looks only at the type the card has in the graveyard, not the type it had in any other zone. For example, animated lands dying won't cause the ability to trigger. The opposite is also true. For example, if a creature that was cast as an Adventure is countered, it's a creature card in the graveyard and the first ability will trigger.
- Jul 23, 2021 · Wizards of the Coast
You can only move forward (well, downward) in a dungeon, never backwards or sideways.
- Jul 23, 2021 · Wizards of the Coast
Dungeons are removed from the game as a state-based action.
- Jul 23, 2021 · Wizards of the Coast
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.
- Jul 23, 2021 · Wizards of the Coast
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.
- Jul 23, 2021 · Wizards of the Coast
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.
Every version
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Decks using this card
1 public deck runs Sefris of the Hidden Ways.







