Varis, explorador de Luna Plateada

Texto de la carta

Alcance, rebatir {1}.
Siempre que lances un hechizo de criatura o de planeswalker, adéntrate en la mazmorra. Esta habilidad solo se dispara una vez por turno. (Para adentrarse en la mazmorra, entra en la primera sala o avanza a la siguiente.)
Siempre que completes una mazmorra, crea una ficha de criatura Lobo verde 2/2.

Ofertas
Estado Idioma Foil Stock Precio Cantidad Acción Playset
Near Mint Inglés 0 0,95 
- Agotado
Near Mint Español 0 0,95 
- Agotado
Near Mint Inglés 0 0,95 
- Agotado
Near Mint Español 0 0,95 
- Agotado
Texto oficial (Oracle)

Varis, Silverymoon 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.

Reglamento oficial (Oracle)
  • [2021-07-23] 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.
  • [2021-07-23] 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.
  • [2021-07-23] You can only move forward (well, downward) in a dungeon, never backwards or sideways.
  • [2021-07-23] Dungeons are removed from the game as a state-based action.
  • [2021-07-23] Moving into a dungeon room will cause its room ability to trigger.
  • [2021-07-23] Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
  • [2021-07-23] A player may only have one dungeon in the command zone at a time.
  • [2021-07-23] 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.
  • [2021-07-23] Moving into a dungeon room will cause its room ability to trigger.
  • [2021-07-23] Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
  • [2021-07-23] A player may only have one dungeon in the command zone at a time.
  • [2021-07-23] 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.
  • [2021-07-23] 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.
  • [2021-07-23] You can only move forward (well, downward) in a dungeon, never backwards or sideways.
  • [2021-07-23] Dungeons are removed from the game as a state-based action.
  • [2021-07-23] 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.
  • [2021-07-23] 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.
  • [2021-07-23] 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.
  • [2021-07-23] 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.
  • [2021-07-23] 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.
  • [2021-07-23] 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.
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