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Magic: The Gathering · Forgotten Realms Commander Display Commanders · Mythic

Sefris of the Hidden Ways

Legendary Creature — Human Wizard

—

Market price

$0.31

Foil

1

Public deck

Sefris of the Hidden Ways
$0.31
Buy @ TCGPlayer
ScryfallEDHREC

Rules Text

Whenever one or more creature cards are put into your graveyard from anywhere, 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.)Create Undead — Whenever you complete a dungeon, return target creature card from your graveyard to the battlefield.

Card Facts

Mana value
3
Power / Toughness
2 / 3
Colors
Color identity
EDHREC rank
#8,360
Keywords
Venture Into The Dungeon
Rarity
Related cards
Dungeon of the Mad MageHelperDungeon of the Mad MageLost Mine of PhandelverHelperLost Mine of PhandelverTomb of AnnihilationHelperTomb of Annihilation

Legality

Commander

Legal

Duel Commander

Legal

Legacy

Legal

Oathbreaker

Legal

TLR

Legal

Vintage

Legal

Alchemy

Not legal

Brawl

Not legal

Competitive Brawl

Not legal

Future

Not legal

Gladiator

Not legal

Historic

Not legal

Modern

Not legal

Old School

Not legal

Pauper

Not legal

Pauper Commander

Not legal

Penny Dreadful

Not legal

Pioneer

Not legal

PreDH

Not legal

Premodern

Not legal

Standard

Not legal

Standard Brawl

Not legal

Timeless

Not legal

Rulings

  1. 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.

  2. 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.

  3. Jul 23, 2021 · Wizards of the Coast

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

  4. 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.

  5. Jul 23, 2021 · Wizards of the Coast

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

  6. 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.

  7. 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.

  8. Jul 23, 2021 · Wizards of the Coast

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

  9. Jul 23, 2021 · Wizards of the Coast

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

  10. 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.

  11. 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.

  12. 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.

Printings

Every version

Each printing we have of this card; pick one to see its price and set.


4 printings
Forgotten Realms Commander
Forgotten Realms CommanderAFC · $0.62
Forgotten Realms Commander Display Commanders
Forgotten Realms Commander Display CommandersOAFC · $0.31
Forgotten Realms Commander
Forgotten Realms CommanderAFC · $4.57
Secret Lair Drop
Secret Lair DropSLD · $4.87
Community

Decks using this card

1 public deck runs Sefris of the Hidden Ways.


MTGCommanderB2

Dungeons of Death (Adventures in the Forgotten Realms Preconstructed Commander Deck)

WizardsOfTheCoast
WizardsOfTheCoast1 year ago
100