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Venser, the Sojourner
USD foil $4.83

Venser, the Sojourner

{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."

Loyalty 3

Set
Secret Lair Drop (SLD #1423★)
Rarity
Mythic
Mana value
5
Released
2023-09-22
Artist
Uta Natsume
EDHREC rank
#6,349
Colour identity
{U}{W}
Finishes
Foil
Served from
Local database

Commander bracket

1 +
Fits any bracket
No Game Changer, land denial, extra turns or two-card combos.

Derived from card traits, not a ruling — bracket rules turn on how a deck intends to use a card. Bracket rules

EDHREC

Salt Score 0.52
How much players resent seeing this card. The scale tops out around 3.1.

Combos 19

Teferi, Master of Time+Deepglow Skate+Venser, the Sojourner
{W}{U}
Infinite turnsLock
Mystic Sanctuary+Venser, the Sojourner+Time Warp
{W}{U}
Infinite turnsLockSkip your draw steps
Mystic Sanctuary+Temporal Manipulation+Venser, the Sojourner
{W}{U}
Infinite turnsLockSkip your draw steps
Mystic Sanctuary+Capture of Jingzhou+Venser, the Sojourner
{W}{U}
Infinite turnsLockSkip your draw steps
Mystic Sanctuary+Time Stretch+Venser, the Sojourner
{W}{U}
Infinite turnsLockSkip your draw steps
Yennett, Cryptic Sovereign+Liliana Vess+Venser, the Sojourner+Nexus of Fate
{W}{U}{B}
Infinite turnsLock
Mystic Sanctuary+Venser, the Sojourner+Walk the Aeons
{W}{U}
Infinite turnsLockSkip your draw steps
Saheeli, Sublime Artificer+Venser, the Sojourner+Mirror of Fate+Temporal Mastery
{U}{R}{W}
Infinite turnsLock
Timestream Navigator+Recruiter of the Guard+Venser, the Sojourner
{W}{U}
Infinite turnsLock
Wormfang Manta+Torpor Orb+Venser, the Sojourner
{W}{U}
Infinite turnsLock
Wormfang Manta+Hushbringer+Venser, the Sojourner
{W}{U}
Infinite turnsLock
Saheeli, Sublime Artificer+Venser, the Sojourner+Mirror of Fate+Part the Waterveil
{U}{R}{W}
Infinite turnsLock
Wormfang Manta+Hushwing Gryff+Venser, the Sojourner
{W}{U}
Infinite turnsLock
Saheeli, Sublime Artificer+Venser, the Sojourner+Mirror of Fate+Alrund's Epiphany
{U}{R}{W}
Infinite turnsLock
Wormfang Manta+Venser, the Sojourner+Doorkeeper Thrull
{W}{U}
Infinite turnsLock
Wormfang Manta+Tocatli Honor Guard+Venser, the Sojourner
{W}{U}
Infinite turnsLock
Aminatou, the Fateshifter+Venser, the Sojourner+Teferi, Timebender+Resourceful Defense
{W}{U}{B}
Infinite turnsLock
Mystic Sanctuary+Venser, the Sojourner+Notorious Throng
{W}{U}
Infinite turnsLockSkip your draw steps
Mystic Sanctuary+Time Walk+Venser, the Sojourner
{W}{U}
Infinite turnsLockSkip your draw steps

All 19 combos.

Format legality

Rulings

  • 2011-01-01

    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

    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

    If the first ability exiles a token, that token will cease to exist. It won’t return to the battlefield.

  • 2011-01-01

    If you control more than one such emblem, each one’s ability will trigger separately whenever you cast a spell.

  • 2011-01-01

    The first ability can target any permanent you own, including those another player controls.

  • 2011-01-01

    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

    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.

  • 2011-01-01

    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.

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