Card
Venser, the Sojourner
Mana cost {3}{W}{U}
Legendary Planeswalker — Venser
+2: Exile target permanent you own. Return it to the battlefield under your control at the beginning of the next end step. −1: Creatures can't be blocked this turn. −8: You get an emblem with "Whenever you cast a spell, exile target permanent."
No bracket restriction: playable from bracket 1. Part of 24 known combos. 8 official rulings.
- Commander
- Legal
- Printing
- Mythic · SOM · #135
- Cheapest printing
- €4.10
- EDHREC salt
- 0.52
- Color identity
- Blue, White
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
24 known combos.
- Teferi, Master of Time + Deepglow Skate + Venser, the Sojourner
Produces: Infinite turns, Lock
View on Commander Spellbook - Mystic Sanctuary + Venser, the Sojourner + Time Warp
Produces: Infinite turns, Lock, Skip your draw steps
View on Commander Spellbook - Mystic Sanctuary + Temporal Manipulation + Venser, the Sojourner
Produces: Infinite turns, Lock, Skip your draw steps
View on Commander Spellbook
Combos: Commander Spellbook
Rulings
- 2011-01-01 · Wizards of the Coast
Whenever you cast a spell, the emblem’s ability triggers and goes on the stack on top of it. It will resolve before the spell does. - 2011-01-01 · Wizards of the Coast
Venser’s last ability creates an emblem with a triggered ability. The emblem is the source of the triggered ability. Because emblems are colorless, you can target permanents with protection from white or from blue, for example, with the triggered ability. - 2011-01-01 · Wizards of the Coast
Emblems behave similarly to enchantments: They have an ability that, in a general sense, continually affects the game. The primary difference between them is that emblems aren’t permanents and don’t exist on the battlefield. Nothing in the game can remove an emblem, simply because no other spell or ability references them. Once you get an emblem, you keep it for the rest of the game. Emblems have no color, name, card type, or other characteristics beyond the listed ability. - 2011-01-01 · Wizards of the Coast
A permanent exiled by the first ability will return to the battlefield under your control at the beginning of the next end step even if you no longer control Venser at that time. - 2011-01-01 · Wizards of the Coast
If the first ability exiles a token, that token will cease to exist. It won’t return to the battlefield. - 2011-01-01 · Wizards of the Coast
If you control more than one such emblem, each one’s ability will trigger separately whenever you cast a spell. - 2011-01-01 · Wizards of the Coast
The first ability can target any permanent you own, including those another player controls. - 2011-01-01 · Wizards of the Coast
Venser’s second ability doesn’t lock in what it applies to. That’s because the effect states a true thing about creatures, but doesn’t actually change the characteristics of those creatures. As a result, all creatures can’t be blocked that turn, including creatures you don’t control, creatures that weren’t on the battlefield at the time the ability resolved, and creatures that have lost all abilities.
Rulings: Scryfall · Wizards of the Coast