Radiant Solar
Tracked across real Commander games played through TurnZero HQ.
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What it does
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.)
, Discard this card: Venture into the dungeon and you gain 3 life.
Combos with Radiant Solar
The lines this card is part of, what it needs alongside it, and what the cards do together. An infinite result is the one that moves a deck's bracket.
- Sefris of the Hidden Ways Abdel Adrian, Gorion's Ward Infinite
- Near-infinite creature ETB
- Near-infinite creature LTB
- Near-infinite death triggers
- Near-infinite blinking
- Near-infinite lifeloss for all players
- Near-infinite creature tokens
- Sefris of the Hidden Ways Fiend Hunter White Plume Adventurer Infinite
- Near-infinite creature ETB
- Near-infinite creature LTB
- Near-infinite death triggers
- Near-infinite lifeloss for all players
- Near-infinite creature sacrifice triggers
- Sefris of the Hidden Ways Spark Double Glasspool Mimic // Glasspool Shore Infinite
- Near-infinite creature ETB
- Near-infinite creature LTB
- Near-infinite death triggers
- Near-infinite lifeloss for all players
- Near-infinite creature sacrifice triggers
- Sefris of the Hidden Ways Hostage Taker Barrowin of Clan Undurr Infinite
- Near-infinite creature ETB
- Near-infinite creature LTB
- Near-infinite death triggers
- Near-infinite lifeloss for all players
- Near-infinite creature sacrifice triggers
- Karmic Guide Phantom Steed Hama Pashar, Ruin Seeker Infinite
- Near-infinite death triggers
- Near-infinite creature ETB
- Near-infinite lifeloss
- Near-infinite creature LTB
- Near-infinite creature sacrifice triggers
- Near-infinite ventures into the dungeon
Showing the 5 shortest and most explosive. This card appears in more than these. Follow any of them through to Commander Spellbook to browse the rest.
Combo data from Commander Spellbook, the community-maintained database of Magic combos. Mirrored nightly.
Rulings
11 official rulings, in the order Wizards published them.
- 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
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
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
Dungeons are removed from the game as a state-based action.
- 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
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
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
Moving into a dungeon room will cause its room ability to trigger.
Rulings are Wizards of the Coast's own, mirrored from Scryfall and refreshed nightly.
In the 99
Every deck whose current list includes Radiant Solar, whatever its commander.
Most played under
| Commander | Decks | Games | Win rate |
|---|---|---|---|
| Sefris of the Hidden Ways | 1 | 0 | — |
Colors it shows up in
- Esper 1 deck
Radiant Solar price history
The Forgotten Realms Commander #9 printing, as Scryfall reports the TCGplayer market. Updated nightly. Click any version below to chart its price.
Every recorded price change
| Date | Non-foil |
|---|---|
| Oct 26, 2026 | $8.79 |
| Oct 25, 2026 | $8.99 |
| Oct 24, 2026 | $8.64 |
| Oct 23, 2026 | $8.37 |
| Oct 22, 2026 | $7.98 |
| Oct 21, 2026 | $7.57 |
| Oct 20, 2026 | $6.86 |
| Oct 19, 2026 | $6.09 |
| Oct 18, 2026 | $5.38 |
| Oct 17, 2026 | $5.15 |
| Oct 16, 2026 | $5.02 |
| Oct 15, 2026 | $4.71 |
| Oct 14, 2026 | $4.33 |
| Oct 13, 2026 | $4.26 |
| Oct 12, 2026 | $4.02 |
| Oct 11, 2026 | $3.87 |
| Oct 10, 2026 | $3.88 |
| Oct 9, 2026 | $3.73 |
| Oct 8, 2026 | $3.59 |
| Oct 7, 2026 | $3.32 |
| Oct 6, 2026 | $3.27 |
| Oct 5, 2026 | $3.26 |
| Oct 4, 2026 | $3.20 |
| Oct 3, 2026 | $3.22 |
| Oct 2, 2026 | $3.17 |
| Oct 1, 2026 | $3.29 |
| Sep 29, 2026 | $3.28 |
| Sep 28, 2026 | $3.33 |
A row is recorded only on nights the price moved, so each price held until the row above it.
Every version of Radiant Solar
2 printings, newest first. Prices are the market figures Scryfall publishes, refreshed nightly. A printing with no figure shows a dash rather than a zero, because Scryfall publishes none for some of them. Click a card's art to chart that version's price above.
Extended Art
- Normal
- $11.48
- Normal
- $8.79
Prices from Scryfall, which tracks the TCGplayer and Cardmarket markets. They move daily and are a guide rather than a quote. Search TCGplayer for Radiant Solar. It runs a name search across every version, which covers the printings TCGplayer publishes no direct link to.
Aggregated from Commander games tracked in TurnZero HQ. Every figure counts decks and games only. No individual deck list, player or playgroup is identified. Win rates are withheld below 5 completed games, where the sample is too small to mean anything.