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Radiant Solar

Radiant Solar Price

3 printings · 2 sets · first printed 2021

Cheapest $4.26
Median $5.15
Highest $6.05
EDHREC Rank #6,932

Radiant Solar has been printed 3 times across 2 sets, first in 2021. Right now the cheapest printing is Forgotten Realms Commander #9 at $4.26, while the most expensive is Forgotten Realms Commander #278 at $6.05. The median across 2 priced printings is $5.15. Reprint risk: HIGH RISK — Reprinted 3x, including dedicated reprint sets like Forgotten Realms Commander.

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Every Radiant Solar Printing, Compared

Cheapest first · unpriced last
Printing Year Price Dealer Buys
Forgotten Realms Commander #9 (R) Cheapest 2021 $4.26 $4.25
Forgotten Realms Commander #278 (R) 2021 $6.05 $5.50
Magic Online Promos #92638 (R) 2021 — —

Prices are the latest nightly market price; a printing with no tracked price shows a dash. Dealer buylist is Card Kingdom's current offer via MTGJSON, shown where one exists.

Oracle Text
Creature — Angel
Flying, lifelink

Whenever this creature or another nontoken creature you control enters, venture into the dungeon. (Enter the first room or advance to the next room.)

W, Discard this card: Venture into the dungeon and you gain 3 life.
3 / 6
Legal In
Legacy Vintage Commander

Legality is a property of the card, not the printing, so it is identical for all 3 versions.

Official Judge Precedents

11 Precedents

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.

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

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.

Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the 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.

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

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.

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.

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

A token copy of Radiant Solar entering the battlefield will cause its own ability to trigger, but not that of any other Radiant Solars.

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