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Ardenn, Intrepid Archaeologist
UncommonColour IDMV 3
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.)
2 / 2
Keywords
Partner
Card capabilities
CreatureLegendary creature
Derived deterministically from card types, Oracle text and keywords. Not a strategic evaluation.
Format legality
Primary formats
Eternal formats
Digital formats
Other printings
3 other English printingsEarliest 2020-11-20Newest 2020-12-15Cheapest priced $3.35 in CMR
Rulings (9)
wotc10 Nov 2020
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.
wotc10 Nov 2020
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.
wotc10 Nov 2020
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.
wotc10 Nov 2020
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.
wotc10 Nov 2020
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.
wotc10 Nov 2020
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.
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