- Commander Nexus
- Commanders
- Sefris of the Hidden Ways
Command zone
Sefris of the Hidden Ways
Legendary Creature — Human Wizard
Sefris of the Hidden Ways wants a deck that explores dungeons for a reward in every room. It leads the ready-made Dungeons of Death deck (2021).
- Mana cost
- White, Blue, Black ()
- Power / toughness2 / 3
- RarityMythic
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.
Build a deck with Sefris of the Hidden Ways Find it in the app
- Themes
Cards That Fit Sefris of the Hidden Ways
Picked for what they do in Sefris of the Hidden Ways's deck. When two cards do the same job, the one with the lower comes first. All of them fit Sefris of the Hidden Ways's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.
Open the full glossary
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Decks Led by Sefris of the Hidden Ways
Sefris of the Hidden Ways leads a ready-made deck.PreconShort for preconstructed deck: a ready-to-play deck sold in a box by Wizards of the Coast. A Commander precon comes with its commander and all 100 cards, so you can play it straight away and change cards later.Open the full glossary
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Dungeons of DeathOfficial precon
All 100 Cards
Commander · 1
Creatures · 33
- 1×Ashen Rider
- 1×Baleful Strix
- 1×Burnished Hart
- 1×Cataclysmic Gearhulk
- 1×Champion of Wits
- 1×Clay Golem
- 1×Cloudblazer
- 1×Curator of Mysteries
- 1×Doomed Necromancer
- 1×Eternal Dragon
- 1×Hama Pashar, Ruin Seeker
- 1×Hostage Taker
- 1×Karmic Guide
- 1×Merfolk Looter
- 1×Meteor Golem
- 1×Midnight Pathlighter
- 1×Minn, Wily Illusionist
- 1×Mulldrifter
- 1×Murder of Crows
- 1×Necrotic Sliver
- 1×Nihiloor
- 1×Obsessive Stitcher
- 1×Phantasmal Image
- 1×Phantom Steed
- 1×Plaguecrafter
- 1×Radiant Solar
- 1×Reassembling Skeleton
- 1×Ronom Unicorn
- 1×Shriekmaw
- 1×Solemn Simulacrum
- 1×Sun Titan
- 1×Sunblast Angel
- 1×Wall of Omens
Instants · 7
Sorceries · 5
Artifacts · 12
Enchantments · 3
Lands · 39
- 1×Arcane Sanctum
- 1×Azorius Chancery
- 1×Choked Estuary
- 1×Command Tower
- 1×Darkwater Catacombs
- 1×Dimir Aqueduct
- 1×Esper Panorama
- 1×Evolving Wilds
- 1×Exotic Orchard
- 1×Geier Reach Sanitarium
- 1×High Market
- 5×Island
- 1×Nimbus Maze
- 1×Orzhov Basilica
- 7×Plains
- 1×Port Town
- 1×Prairie Stream
- 1×Sunken Hollow
- 7×Swamp
- 1×Terramorphic Expanse
- 1×Thriving Heath
- 1×Thriving Isle
- 1×Thriving Moor
Rulings for Sefris of the Hidden Ways
explain how Sefris of the Hidden Ways works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary
A player may only have one dungeon in the command zone at a time.
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.
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.
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.
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.
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.
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.
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.
You can only move forward (well, downward) in a dungeon, never backwards or sideways.
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.
12 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗
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