Varis, Silverymoon Ranger
~$0.29 low · ~$12.20 high
Green. Legendary Creature — Human Elf Ranger

Adventures in the Forgotten Realms #209 · Illustrated by Jesper Ejsing
What is Varis, Silverymoon Ranger worth?
Highest TCGplayer price
~$12.20
Promo foil · Adventures in the Forgotten Realms Promos #209a
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TCGplayer market prices in USD, updated October 14, 2026. Each price is for one printing and one finish.
Oracle text
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.
3/3
Format legality
All 5 printings of Varis, Silverymoon Ranger
| Printing | Rarity | Non-foil | Foil | Cardmarket (EUR) | My collection |
|---|---|---|---|---|---|
Adventures in the Forgotten Realms afr #209· 2021rare· Cardmarket €0.15 · €0.28 foil | rare | $0.36 | $0.35 | €0.15€0.28 foil | |
Adventures in the Forgotten Realms afr #335· 2021Showcaserare· Cardmarket €0.22 · €0.28 foil | rare | $0.29 | $0.29 | €0.22€0.28 foil | |
Adventures in the Forgotten Realms Promos pafr #209a· 2021Promorare· Cardmarket €7.18 foil | rare | No non-foil printing | $12.20 | €7.18 foil | |
Adventures in the Forgotten Realms Promos pafr #209p· 2021Promorare· Cardmarket €0.33 · €0.61 foil | rare | $0.89 | $1.24 | €0.33€0.61 foil | |
Adventures in the Forgotten Realms Promos pafr #209s· 2021Promorare· Cardmarket €0.86 foil | rare | No non-foil printing | $1.23 | €0.86 foil |
Prices are TCGplayer market prices in USD for each printing and finish, via Scryfall. They are a guide, not an appraisal.
Where to buy Varis, Silverymoon Ranger
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Card details
- First printed
- 2021
- Printings
- 5
- Mana value
- 3
- EDHREC rank
- #15,161 on EDHREC (Commander popularity)
- Keywords
- Reach, Ward, Venture into the dungeon
- Artists
- Jesper Ejsing, Justine Mara Andersen
What the codes mean
The small print at the bottom of the Adventures in the Forgotten Realms card (#209).
209 · AFR · R · EN
- 209Collector number: this card's place in the set list. Main-set cards print it over the set's card count.
- AFRSet code for Adventures in the Forgotten Realms
- RRare
- ENPrinted in English
How to read a Magic card: every part and code, on real cards.
Rulings (21)
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
Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
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.
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
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
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 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
A player may only have one dungeon in the command zone at a time.
2021-07-23
You can only move forward (well, downward) in a dungeon, never backwards or sideways.
2021-07-23
You can only move forward (well, downward) in a dungeon, never backwards or sideways.
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
Dungeons are removed from the game as a state-based action.
2021-07-23
Dungeons are removed from the game as a state-based action.
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
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
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
Moving into a dungeon room will cause its room ability to trigger.
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