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Venser, the Sojourner

Venser, the Sojourner

Legendary Planeswalker — Venser$6.82

+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."

Legal in Commander

Is

Does

Rewards

Combos 17

  • Venser, the Sojourner + Teferi, Master of Time + Deepglow Skate

    • Infinite turns

    1,687 decks on Commander Spellbook

    How it works

    Before you start

    Teferi has at least six loyalty counters on it.

    Steps

    Activate Venser's first loyalty ability by putting two loyalty counters on it, exiling Deepglow Skate until your end step. At the beginning of your end step, Venser triggers, returning Deepglow Skate to the battlefield from exile. When Deepglow Skate enters the battlefield, it triggers, doubling the number of counters on Teferi. Activate Teferi's third loyalty ability by removing ten loyalty counters from it, causing you to take two extra turns after this one. Move to your first extra turn. Activate Teferi's first loyalty ability by putting a loyalty counter on it, causing you to loot. Repeat steps 1 through 3 one additional time. Move to your second extra turn. Repeat.

    Commander Spellbook ↗
  • Venser, the Sojourner + Mystic Sanctuary + Time Warp

    • Infinite turns

    Mana needed: 188 decks on Commander Spellbook

    How it works

    Before you start

    You control three Islands.

    Steps

    Cast Time Warp by paying its mana cost, causing you to take an extra turn after this one. Blink Mystic Sanctuary using Venser, the Sojourner. When Mystic Sanctuary enters untapped, it triggers, putting Time Warp from your graveyard onto the top of your library. Move to your next turn, drawing Time Warp during your draw step. Repeat.

    Commander Spellbook ↗
  • Venser, the Sojourner + Mystic Sanctuary + Temporal Manipulation

    • Infinite turns

    Mana needed: 79 decks on Commander Spellbook

    How it works

    Before you start

    You control three Islands.

    Steps

    Cast Temporal Manipulation by paying its mana cost, causing you to take an extra turn after this one. Blink Mystic Sanctuary using Venser, the Sojourner. When Mystic Sanctuary enters untapped, it triggers, putting Temporal Manipulation from your graveyard onto the top of your library. Move to your next turn, drawing Temporal Manipulation during your draw step. Repeat.

    Commander Spellbook ↗
  • Venser, the Sojourner + Mystic Sanctuary + Capture of Jingzhou

    • Infinite turns

    Mana needed: 36 decks on Commander Spellbook

    How it works

    Before you start

    You control three Islands.

    Steps

    Cast Capture of Jingzhou by paying its mana cost, causing you to take an extra turn after this one. Blink Mystic Sanctuary using Venser, the Sojourner. When Mystic Sanctuary enters untapped, it triggers, putting Capture of Jingzhou from your graveyard onto the top of your library. Move to your next turn, drawing Capture of Jingzhou during your draw step. Repeat.

    Commander Spellbook ↗
  • Venser, the Sojourner + Mystic Sanctuary + Time Stretch

    • Infinite turns

    Mana needed: 34 decks on Commander Spellbook

    How it works

    Before you start

    You control three Islands.

    Steps

    Cast Time Stretch by paying its mana cost, causing you to take an extra turn after this one. Blink Mystic Sanctuary using Venser, the Sojourner. When Mystic Sanctuary enters untapped, it triggers, putting Time Stretch from your graveyard onto the top of your library. Move to your next turn, drawing Time Stretch during your draw step. Repeat during your second extra turn.

    Commander Spellbook ↗
  • Venser, the Sojourner + Mystic Sanctuary + Walk the Aeons

    • Infinite turns

    Mana needed: 24 decks on Commander Spellbook

    How it works

    Before you start

    You control three Islands.

    Steps

    Cast Walk the Aeons by paying its mana cost, causing you to take an extra turn after this one. Blink Mystic Sanctuary using Venser, the Sojourner. When Mystic Sanctuary enters untapped, it triggers, putting Walk the Aeons from your graveyard onto the top of your library. Move to your next turn, drawing Walk the Aeons during your draw step. Repeat.

    Commander Spellbook ↗
  • Venser, the Sojourner + Wormfang Manta + Torpor Orb

    • Infinite turns

    8 decks on Commander Spellbook

    How it works

    Steps

    Blink Wormfang Manta using Venser, the Sojourner. Wormfang Manta's first ability won't trigger due to Torpor Orb. Wormfang Manta's second ability triggers, causing you to take an extra turn after this one. Repeat each turn.

    Commander Spellbook ↗
  • Venser, the Sojourner + Wormfang Manta + Hushbringer

    • Infinite turns

    6 decks on Commander Spellbook

    How it works

    Steps

    Blink Wormfang Manta using Venser, the Sojourner. Wormfang Manta's first ability won't trigger due to Hushbringer. Wormfang Manta's second ability triggers, causing you to take an extra turn after this one. Repeat each turn.

    Commander Spellbook ↗
  • Venser, the Sojourner + Wormfang Manta + Hushwing Gryff

    • Infinite turns

    5 decks on Commander Spellbook

    How it works

    Steps

    Blink Wormfang Manta using Venser, the Sojourner. Wormfang Manta's first ability won't trigger due to Hushwing Gryff. Wormfang Manta's second ability triggers, causing you to take an extra turn after this one. Repeat each turn.

    Commander Spellbook ↗
  • Venser, the Sojourner + Wormfang Manta + Tocatli Honor Guard

    • Infinite turns

    4 decks on Commander Spellbook

    How it works

    Steps

    Blink Wormfang Manta using Venser, the Sojourner. Wormfang Manta's first ability won't trigger due to Tocatli Honor Guard. Wormfang Manta's second ability triggers, causing you to take an extra turn after this one. Repeat each turn.

    Commander Spellbook ↗

Combo data from Commander Spellbook. Only combos of 2 or 3 named cards are listed.

Best commanders

Commanders whose abilities work with this card and share its colors, from what the cards do.

  1. Heliod, the Radiant Dawn // Heliod, the Warped EclipseVenser, the Sojourner blinks / re-enters your creatures, which Heliod, the Radiant Dawn // Heliod, the Warped Eclipse can use because it has an enter-the-battlefield trigger.
  2. Massimo, the MagicianVenser, the Sojourner blinks / re-enters your creatures, which Massimo, the Magician can use because it has an enter-the-battlefield trigger.
  3. Grand Arbiter Augustin IVGrand Arbiter Augustin IV reduces your spell costs, which Venser, the Sojourner can use because it rewards an Instant or sorcery.
  4. Lyse HextLyse Hext reduces your spell costs, which Venser, the Sojourner can use because it rewards an Instant or sorcery.
  5. Urza, Lord ProtectorUrza, Lord Protector reduces your spell costs, which Venser, the Sojourner can use because it rewards an Instant or sorcery.
  6. Avatar Aang // Aang, Master of ElementsAvatar Aang // Aang, Master of Elements reduces your spell costs, which Venser, the Sojourner can use because it rewards an Instant or sorcery.
  7. ElminsterElminster reduces your spell costs, which Venser, the Sojourner can use because it rewards an Instant or sorcery.
  8. Hinata, Dawn-CrownedHinata, Dawn-Crowned reduces your spell costs, which Venser, the Sojourner can use because it rewards an Instant or sorcery.
  9. Galadriel, Light of ValinorVenser, the Sojourner blinks / re-enters your creatures, which Galadriel, Light of Valinor can use because it triggers when your creatures enter.
  10. Arcades, the StrategistVenser, the Sojourner blinks / re-enters your creatures, which Arcades, the Strategist can use because it triggers when your creatures enter.

View Venser, the Sojourner on Scryfall