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Radiant Solar

afcForgotten Realms Commander#9rare
{5}{W}
Market price · TCGplayer
updated 2026-06-21
Nonfoil$3.81
Low $1.49Mid $3.81Buylist
All finishes · 30d
updated 22h ago
Nonfoil$3.81 -4.7%

All Printings

2 printings across 1 sets
Printings
2 total
Forgotten Realms Commander#278
2021 · Alexander Mokhov
$3.90
Forgotten Realms Commander#9
2021 · Alexander Mokhov
$3.81
Card details
Artist
Alexander Mokhov
Frame
2015
Language
EN
Border
black
Security stamp
oval
Format legality
AlchemyNot legal
BrawlNot legal
CommanderLegal
DuelLegal
Future StandardNot legal
GladiatorNot legal
HistoricNot legal
LegacyLegal
ModernNot legal
OathbreakerLegal
Old SchoolNot legal
PauperNot legal
Pauper CommanderNot legal
PennyNot legal
PioneerNot legal
PreDHNot legal
PremodernNot legal
StandardNot legal
Standard BrawlNot legal
TimelessNot legal
Tiny LeadersNot legal
VintageLegal
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.

P/T3/6
Abilities
Flyinglifelink
TriggeredWhenever this creature or another nontoken creature you control enters, venture into the dungeon. (Enter the first room or advance to the next room.)
Activated{W}, Discard this card: Venture into the dungeon and you gain 3 life.
Flavor & art
Illustrated by
Alexander Mokhov
Rulings
  • WotCJul 23, 2021

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

  • WotCJul 23, 2021

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

  • 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

    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.