Varis wants a deck that plays lots of planeswalkers and keeps them safe. It also suits a deck that explores dungeons for a reward in every room.
Mana cost
Green ()
Power / toughness3 / 3
RarityRare
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.
Picked for what they do in Varis's deck. When two cards do the same job, the one with the lower comes first. All of them fit Varis'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
explain how Varis 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
Wizards of the Coast23 Jul 2021
A player may only have one dungeon in the command zone at a time.
Wizards of the Coast23 Jul 2021
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.
Wizards of the Coast23 Jul 2021
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.
Wizards of the Coast23 Jul 2021
Dungeons are removed from the game as a state-based action.
Wizards of the Coast23 Jul 2021
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.
Wizards of the Coast23 Jul 2021
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.
Wizards of the Coast23 Jul 2021
Moving into a dungeon room will cause its room ability to trigger.
Wizards of the Coast23 Jul 2021
Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
Wizards of the Coast23 Jul 2021
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.
Wizards of the Coast23 Jul 2021
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.
Wizards of the Coast23 Jul 2021
You can only move forward (well, downward) in a dungeon, never backwards or sideways.
Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryGPlayers write colors as letters: G for green.SuperfriendsSuperfriends decks play lots of planeswalkers and protect them so they can use their abilities turn after turn. A planeswalker stays in play and uses one ability each turn by adding or removing loyalty counters; opponents can attack it to knock those counters off.Open the Superfriends pagePlaneswalker PayoffRewards you for having planeswalkers. A planeswalker is an ally that stays in play and uses one ability each turn by adding or removing loyalty counters. These cards protect your planeswalkers, give them extra loyalty, or let you use their abilities more often.Open the Planeswalker Payoff pageToken EngineMakes tokens again and again rather than once. A token is a creature or other permanent created by a card, with no card of its own. Something that makes one token gives you a body; something that makes them every turn gives you a board you can keep rebuilding after it is cleared. Grave Titan, Bitterblossom, OphiomancerOpen the Token Engine pageToken MakerCreates one or more tokens. Different cards make very different ones: creatures Grave Titan, Treasures Smothering Tithe, Clues Tireless Tracker or Food Gilded Goose. This is one of our largest tags, so pair it with an archetype or theme when you are hunting a specific kind.Open the Token Maker pageDungeon/InitiativeDungeon decks explore dungeons, special cards kept outside your deck, and get a reward in each room they move into. The initiative sends you into one called the Undercity, and an opponent takes it from you by dealing combat damage to you.Open the Dungeon/Initiative pageDungeon / VentureVenturing moves you one room through a dungeon, a special card kept outside your deck, and each room gives you its reward. Finish the last room and you can start a new dungeon. Dungeons are not permanents and never enter the battlefield. Sefris of the Hidden WaysOpen the Dungeon / Venture pageTokensToken decks fill the battlefield with small creatures made by their cards, then attack with all of them or make them all bigger at once. A token is a creature (or other object) that a card creates, not a card from your deck.Open the Tokens pageProtectionA creature with protection from something, like a color, is safe from anything with that quality. It cannot be damaged, enchanted or equipped, blocked, or targeted by it, and players remember the four with the word DEBT. It does not stop effects that neither target nor damage, like a board wipe that destroys every creature. ProgenitusOpen the Protection pageDungeons / InitiativeCards that send you into a dungeon, a special card kept outside your deck, one room at a time for a reward in each room. Taking the initiative does this too.Open the Dungeons / Initiative page
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