Sefris of the Hidden Ways card art

Sefris of the Hidden Ways

Legendary Creature — Human Wizard MV 3

Tracked across real Commander games played through TurnZero HQ.

What it does

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.

Combos with Sefris of the Hidden Ways

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.

  • Radiant Solar 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
    See the steps on Commander Spellbook →
  • Preston, the Vanisher Delney, Streetwise Lookout Barrowin of Clan Undurr Infinite
    • Cast a subset of spells in your library
    • Near-infinite +1/+1 counters
    • Near-infinite creature ETB
    • Near-infinite creature LTB
    • Near-infinite Treasure tokens
    • Near-infinite card draw
    • Near-infinite colored mana
    • Near-infinite creature tokens
    • Near-infinite death triggers
    • Near-infinite draw triggers
    • Near-infinite lifegain
    • Near-infinite lifegain triggers
    • Near-infinite lifeloss
    • Near-infinite lifeloss for all players
    • Near-infinite creature sacrifice triggers
    • Near-infinite ventures into the dungeon
    • Return most creature cards from your graveyard onto the battlefield
    See the steps on Commander Spellbook →
  • Radiant Solar 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
    See the steps on Commander Spellbook →
  • Radiant Solar 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
    See the steps on Commander Spellbook →
  • Radiant Solar 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
    See the steps on Commander Spellbook →

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

12 official rulings, in the order Wizards published them.

  • 2021-07-23

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

  • 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

    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

    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

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

  • 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

    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

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

  • 2021-07-23

    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.

  • 2021-07-23

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

  • 2021-09-24

    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.

Rulings are Wizards of the Coast's own, mirrored from Scryfall and refreshed nightly.

Covered in our set guide Adventures in the Forgotten Realms Venture, dungeons, Class enchantments and the d20, in Magic's first D&D set. Released Jul 23, 2021 Read the guide →

As a commander

Decks built with Sefris of the Hidden Ways in the command zone.

Decks led 1 1 published. Browse them →
Games played 0
Wins 0
Win rate — Fewer than 5 completed games, which is not enough to publish a rate yet.

Published decks

Decklists players have published with Sefris of the Hidden Ways in the command zone, newest first. A deck that has been played carries the win rate it earned in real tracked games.

In the 99

Every deck whose current list includes Sefris of the Hidden Ways, whatever its commander.

Decks running it 1
Games played 0
Win rate — Fewer than 5 completed games, which is not enough to publish a rate yet.
Confirmed on board 0 Games where a board photo caught it actually in play.

Sefris of the Hidden Ways price history

The Forgotten Realms Commander #3 printing, as Scryfall reports the TCGplayer market. Updated nightly.

Foil today$0.63▲ $0.04 (6.8%)
Low $0.58 · High $0.66Tracked since Sep 28, 2026
Every recorded price change
DateFoil
Oct 26, 2026$0.63
Oct 23, 2026$0.66
Oct 22, 2026$0.64
Oct 20, 2026$0.63
Oct 17, 2026$0.62
Oct 16, 2026$0.63
Oct 15, 2026$0.62
Oct 13, 2026$0.63
Oct 12, 2026$0.62
Oct 5, 2026$0.63
Oct 4, 2026$0.62
Oct 1, 2026$0.59
Sep 29, 2026$0.58
Sep 28, 2026$0.59

A row is recorded only on nights the price moved, so each price held until the row above it.

Every version of Sefris of the Hidden Ways

4 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.

Prices from Scryfall, which tracks the TCGplayer and Cardmarket markets. They move daily and are a guide rather than a quote. Search TCGplayer for Sefris of the Hidden Ways. 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.