Card
Radiant Solar
Mana cost {5}{W}
Creature — Angel 3/6
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.
No bracket restriction: playable from bracket 1. Part of 721 known combos. 11 official rulings.
- Commander
- Legal
- Printing
- Rare · AFC · #9
- Cheapest printing
- €8.69
- EDHREC salt
- 0.71
- Color identity
- White
- Keywords
- Flying, Lifelink, Venture into the dungeon
Bracket
- B1 Exhibition — allowed: No restriction at this bracket
- B2 Core — allowed: No restriction at this bracket
- B3 Upgraded — allowed: No restriction at this bracket
- B4 Optimized — allowed: No restriction beyond the banned list
- B5 cEDH — allowed: No restriction beyond the banned list
Why
- No Game Changer, mass land denial, extra turn, tutor or two-card combo
How Lotus Vault estimates a bracket
Bracket: Lotus Vault analysis, with Commander Spellbook flags
Combos
721 known combos.
- Sefris of the Hidden Ways + Radiant Solar + Sun Titan + Karmic Guide + Viscera Seer
Produces: Infinite card draw, Infinite draw triggers, Near-infinite +1/+1 counters
View on Commander Spellbook - Sefris of the Hidden Ways + Radiant Solar + Abdel Adrian, Gorion's Ward
Produces: Near-infinite creature ETB, Near-infinite creature LTB, Near-infinite death triggers
View on Commander Spellbook - Sefris of the Hidden Ways + Radiant Solar + Sun Titan + Karmic Guide + Altar of Dementia
Produces: Infinite card draw, Infinite draw triggers, Near-infinite +1/+1 counters
View on Commander Spellbook
Combos: Commander Spellbook
Rulings
- 2021-07-23 · Wizards of the Coast
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 · Wizards of the Coast
You can only move forward (well, downward) in a dungeon, never backwards or sideways. - 2021-07-23 · Wizards of the Coast
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 · Wizards of the Coast
Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game. - 2021-07-23 · Wizards of the Coast
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 · Wizards of the Coast
Dungeons are removed from the game as a state-based action. - 2021-07-23 · Wizards of the Coast
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 · Wizards of the Coast
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 · Wizards of the Coast
A player may only have one dungeon in the command zone at a time. - 2021-07-23 · Wizards of the Coast
A token copy of Radiant Solar entering the battlefield will cause its own ability to trigger, but not that of any other Radiant Solars. - 2021-07-23 · Wizards of the Coast
Moving into a dungeon room will cause its room ability to trigger.
Rulings: Scryfall · Wizards of the Coast