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Ardenn, Intrepid Archaeologist

Legendary Creature — Kor Scout

At the beginning of combat on your turn, you may attach any number of Auras and Equipment you control to target permanent or player. Partner (You can have two commanders if both have partner.)

Color profile

Color identity

  • White

Format check

Legality

TLR
Duel
Brawl
Penny
PreDH
Future
Legacy
Modern
Pauper
Alchemy
Pioneer
Vintage
Historic
Standard
Timeless
Commander
Gladiator
Old School
Premodern
Oathbreaker
Standard Brawl
Pauper Commander
Competitive Brawl

Official notes

Rulings

9
  1. Wizards of the Coast

    You choose which Auras and Equipment to move as Ardenn's ability resolves. Players can't take actions between the time you choose what to move and the time they're attached to the target permanent or player.

  2. Wizards of the Coast

    Other players and permanents controlled by other players can be targeted by Ardenn's ability. This can cause Equipment under your control to be attached to a creature an opponent controls. Auras and Equipment that say "you" still refer to you, as you still control them. Ardenn's ability can't cause an Aura or Equipment to be attached to something it couldn't be attached to.

  3. Wizards of the Coast

    If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Falthis and Kediss are your commanders, your deck may contain cards with black and/or red in their color identity, but not cards with green, white, or blue.

  4. Wizards of the Coast

    Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.

  5. Wizards of the Coast

    To have two commanders, both must have the partner ability as the game begins. Losing the ability during the game doesn't cause either to cease to be your commander.

  6. Wizards of the Coast

    Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional {2} the first time you cast the other. A player loses the game after having been dealt 21 damage from any one of them, not from both of them combined.

  7. Wizards of the Coast

    If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.

  8. Wizards of the Coast

    An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.

  9. Wizards of the Coast

    You can choose two commanders with partner that are the same color or colors. In Commander Draft, you can even choose two of the same commander with partner if you drafted them. If you do this, make sure you keep the number of times you've cast each from the command zone clear for "commander tax" purposes.

Public deck signals

Often played with

0 results

Cards found together in sampled public decks. Lands are excluded and different printings count as one card. This suggests shared play, not a proven combo.

No sampled co-occurrences found

No other nonland cards were found alongside this card in the sampled public decks.

Same Oracle card

Other printings

3 results