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Sefris of the Hidden Ways

{W}{U}{B}

Legendary Creature — Human Wizard

AFCForgotten Realms Commander#3mythic
Finishes
Foil
Border
black
Security stamp
oval
Frame
2015
Pull rate
about 1 per booster
Illustrator
Ryan Pancoast
Found in
Adventures in the Forgotten Realms Commander Deck Dungeons of Death
Printings4Combos856EDHREC rank#8,204
CommanderLegalModernNot legalStandardNot legal
Format legality

Constructed

StandardNot legal
PioneerNot legal
ModernNot legal
LegacyLegal
VintageLegal
PauperNot legal

Commander

CommanderLegal
Pauper CommanderNot legal
Duel CommanderLegal
PreDHNot legal
OathbreakerLegal
Tiny LeadersLegal

Arena

AlchemyNot legal
HistoricNot legal
TimelessNot legal
BrawlNot legal
Standard BrawlNot legal
Competitive BrawlNot legal
GladiatorNot legal

Other

PremodernNot legal
Old SchoolNot legal
Penny DreadfulNot legal
Future StandardNot legal
Whenever one or more creature cards are put into your graveyard from anywhere, 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.) Create Undead — Whenever you complete a dungeon, return target creature card from your graveyard to the battlefield.
2/3
Plays as:
Reanimation
Market · per finishspark updated 50m ago · prices as of 2026-08-30
Foil+13.7%
$0.58
$0.01 low-$0.09 gapTCGplayer
Cheapest playable copy$0.31· across 4 printings· view the cheapest printing ›

Rulings

12 · latest Sep 24, 2021
  • WotCSep 24, 2021

    Sefris of the Hidden Ways must be on the battlefield for its first ability to trigger. It does not trigger when Sefris goes to the graveyard from the battlefield, even if other creature cards also went to the graveyard at the same time.

  • WotCJul 23, 2021

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

  • WotCJul 23, 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.

  • WotCJul 23, 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.

  • WotCJul 23, 2021

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

  • WotCJul 23, 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.

  • WotCJul 23, 2021

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

  • WotCJul 23, 2021

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

  • WotCJul 23, 2021

    Sefris of the Hidden Ways' first ability looks only at the type the card has in the graveyard, not the type it had in any other zone. For example, animated lands dying won't cause the ability to trigger. The opposite is also true. For example, if a creature that was cast as an Adventure is countered, it's a creature card in the graveyard and the first ability will trigger.

  • WotCJul 23, 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.

  • WotCJul 23, 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.

  • WotCJul 23, 2021

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