Sefris of the Hidden Ways

commander · Sefris of the Hidden Ways

SetAdventures in the Forgotten Realms Commander decks (2021): (AFC)
Released2021
Cards100
Sheets12 (9 / sheet)
AFC· 2021

Dungeons of Death (AFR).

An Esper dungeon-diving and reanimation deck from Adventures in the Forgotten Realms, led by Sefris of the Hidden Ways — venture into dungeons as creatures die and return, then reanimate any creature when you complete a dungeon.

100
cards
3.6
avg cmc
34
creatures
39
lands
27
spells
12
sheets
WUB
color identity
Creatures34
Instants7
Sorceries5
Artifacts12
Enchantments3
Lands39
0
1
2
3
4
5
6+
full print options →

The Commander

Sefris of the Hidden Ways
Sefris of the Hidden Ways · Art by Ryan Pancoast

Dungeons of Death is the dungeon-exploring Commander precon from Adventures in the Forgotten Realms, and Sefris builds one of the most elegant engines in the deck. Every time a creature card is put into your graveyard, Sefris ventures into the dungeon — once per turn. When you complete any dungeon, you reanimate any creature from your graveyard for free. This deck fills its graveyard deliberately and often, which means Sefris is constantly advancing through dungeon rooms and threatening to retrieve any threat in the bin.

Sefris of the Hidden Ways rewards creature cycling, sacrifice, and death effects. The dungeon reward doesn't care which dungeon you complete — Dungeon of the Mad Mage is the longest but has the most powerful rewards; Undercity offers a tutor on completion. The deck pairs the dungeon mechanic with a deep reanimation package so that even when Sefris isn't in play, the recursion keeps coming.

Key Cards

Mulldrifter
Art by Eric Fortune

Mulldrifter

The perfect dungeon engine enabler. Evoke Mulldrifter for two mana — draw two cards and immediately put a creature in the graveyard, triggering Sefris's venture ability. If you have a Sefris in play, that's two cards and one dungeon step for two mana. Flicker effects let you repeat the ETB draw indefinitely, and every time Mulldrifter dies via evoke or combat, you advance the dungeon further.

Sun Titan
Art by Howard Lyon

Sun Titan

Returns any permanent with mana value three or less from your graveyard on entry and on each attack. In this deck, that covers enchantments, cheap creatures, and utility artifacts. Every attack with Sun Titan is a free recursion trigger — and each death that Sun Titan triggers advances Sefris's dungeon counter. The redundancy between Sun Titan and Sefris's reanimation means the deck has multiple recursive lines running simultaneously.

Baleful Strix
Art by Eric Deschamps

Baleful Strix

A two-mana flying deathtouch creature that draws a card on entry. Strix deters attacks, blocks any flyer for free, and draws a card while doing it. When it dies, Sefris ventures. When it gets reanimated by Sefris's dungeon completion ability, it draws another card and puts another step on the dungeon counter. Few two-drops generate as much incremental value over a long game.

Karmic Guide
Art by Rebecca Guay

Karmic Guide

When Karmic Guide enters, return any creature from your graveyard to play. It has echo — you can let it die at your upkeep to trigger Sefris again, which means you get a free venture step while keeping the creature you just reanimated. Loop Karmic Guide with a flicker effect and you can reanimate a different creature every turn cycle. The echo cost is a feature, not a downside.

Solemn Simulacrum
Art by Greg Staples

Solemn Simulacrum

Ramps on entry and draws a card on death. Every time Solemn Simulacrum is reanimated via Sefris's dungeon completion, it fetches another land. Every time it dies, it draws a card and triggers Sefris's venture ability. In a deck that constantly cycles creatures through the graveyard, Solemn generates card advantage and mana acceleration just by existing and dying repeatedly.

How to Play

Set up the dungeon engine early by deploying creatures with death triggers and ETB effects. The goal is to put a creature in the graveyard as early as possible each turn to trigger Sefris's venture ability. Pick the dungeon that matches your board state — Undercity tutors on completion, Dungeon of the Mad Mage has powerful room effects throughout. By turn five or six, the dungeon should be completing every two to three turns. Each completion reanimates any creature from your graveyard — aim for your best threat or whatever recursive engine piece closed down. Win through recursive pressure: keep reanimating threats that generate card advantage or damage, exhaust opponents' interaction, and close with a reanimated game-ender.

# release notes
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