Varis, Silverymoon Ranger Price
5 printings · 2 sets · first printed 2021
Varis, Silverymoon Ranger has been printed 5 times across 2 sets, first in 2021. Right now the cheapest printing is Adventures in the Forgotten Realms #335 at $0.29, while the most expensive is Adventures in the Forgotten Realms Promos #209a at $12.20 — about 42× more. The median across 5 priced printings is $0.89. Reprint risk: LOW — Reprinted 5x historically, most recently in 2021 -- no dedicated reprint sets or recent activity.
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Every Varis, Silverymoon Ranger Printing, Compared
Cheapest first · unpriced last| Printing | Year | Price | Dealer Buys |
|---|---|---|---|
| Adventures in the Forgotten Realms #335 (R) Cheapest | 2021 | $0.29 | — |
| Adventures in the Forgotten Realms #209 (R) | 2021 | $0.36 | $0.16 foil |
| Adventures in the Forgotten Realms Promos #209p (R) | 2021 | $0.89 | $1.00 |
| Adventures in the Forgotten Realms Promos #209s (R) Foil | 2021 | $1.23 | $0.15 foil |
| Adventures in the Forgotten Realms Promos #209a (R) Foil | 2021 | $12.20 | $9.00 foil |
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.
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.
Legality is a property of the card, not the printing, so it is identical for all 5 versions.
Official Judge Precedents
21 PrecedentsIf 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.
Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
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.
A player may only have one dungeon in the command zone at a time.
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.
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.
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.
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.
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.
You can only move forward (well, downward) in a dungeon, never backwards or sideways.
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.
Dungeons are removed from the game as a state-based action.
Dungeons are removed from the game as a state-based action.
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.
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.
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.
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.
Moving into a dungeon room will cause its room ability to trigger.