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Rules guide · Legendary Creature

Ardenn, Intrepid ArchaeologistHow it works & interactions with other cards

By the ManaCount desk· 5 min read· Commander Legends· November 20, 2020
Carte Magic Ardenn, Intrepid Archaeologist

Ardenn, Intrepid Archaeologist is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

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.)

Complete guide

Ardenn, Intrepid Archaeologist is a legendary Kor Scout that offers unparalleled mastery over your battlefield assets. By manipulating Auras and Equipment without paying mana, Ardenn ensures your best gear is always exactly where it needs to be to dominate the game.

Strategic Gear Shifting

Ardenn's ability triggers at the beginning of combat on your turn. It allows you to target any permanent or player and attach any number of Auras and Equipment you control to that target. This bypasses traditional equip costs and allows you to move Auras that are already on the battlefield, providing immense tactical flexibility.

Step-by-Step Resolution

First, at the start of your combat phase, Ardenn's ability goes on the stack and you choose a target permanent or player. Upon resolution, you choose which Auras and Equipment you control will move to that target. Importantly, your opponents cannot react between the time you choose which items to move and the time they are attached. If an Aura or Equipment cannot legally be attached to the target (due to protection or specific 'enchant creature' restrictions), it simply remains where it was.

Common Mistakes

A common misconception is that Ardenn lets you bypass 'shroud' or 'protection'—this is false, as you must target a permanent or player to start the process. Additionally, remember that moving Equipment to an opponent's creature does not give them control of the Equipment. You still control the Equipment, and any 'you' text on the card still refers to you, the Equipment's controller, not the creature's owner.

When to Play Ardenn

Ardenn is most effective when paired with high-cost Equipment like Colossus Hammer or complex Auras. Because he has the Partner ability, you can pair him with another legendary creature with Partner to expand your color identity and double your tactical options.

Interaction examples

Doubling the Archaeology

If you control Roaming Throne and chose 'Kor' as its creature type, Ardenn's ability will trigger twice at the beginning of your combat. This allows you to stack your gear on one creature with the first trigger, and if that creature somehow leaves the battlefield or you change your mind, you can use the second trigger to move everything to a new target immediately.

Equipping the Golem

When combat begins, you can target Solemn Simulacrum with Ardenn's ability. You may then choose any number of Equipment you control, such as a Sword or a Plate, and attach them to the Simulacrum for free. This turns your utility Golem into a sudden combat threat without spending any mana on equip costs.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Ardenn, Intrepid Archaeologist

Original English text — Wizards of the Coast / Scryfall

  1. #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.

    No other card is named in this ruling.

  2. #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.

    No other card is named in this ruling.

  3. #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.

    No other card is named in this ruling.

  4. #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.

    No other card is named in this ruling.

  5. #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.

    No other card is named in this ruling.

  6. #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.

    No other card is named in this ruling.

  7. #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.

    No other card is named in this ruling.

  8. #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.

    No other card is named in this ruling.

  9. #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.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Godo, Bandit Warlord
+Ardenn, Intrepid Archaeologist
+Sword of Hearth and Home
#1

Godo, Bandit Warlord + Ardenn, Intrepid Archaeologist + Sword of Hearth and Home

Infinite creature LTBInfinite creature ETBInfinite combat phasesPut all Equipment cards from your library onto the battlefield
  1. 1At the beginning of your combat phase, Ardenn triggers, attaching the Equipment that grants haste and Sword of Hearth and Home to Godo.
  2. 2Declare Godo as an attacker.
  3. 3Godo's second ability triggers, untapping it and all Samurai you control, and causing you to get an additional combat phase after this one.
  4. 4Deal combat damage using Godo.
  5. 5Sword of Hearth and Home triggers, causing you to exile Godo, then search your library for a basic land card and exile it, then put the land and Godo from exile onto the battlefield.
  6. 6When Godo enters the battlefield, its first ability triggers, causing you to search your library for an Equipment card and put it onto the battlefield.
  7. 7Repeat each combat phase.
Combat Celebrant
+Ardenn, Intrepid Archaeologist
+Sword of Hearth and Home
#2

Combat Celebrant + Ardenn, Intrepid Archaeologist + Sword of Hearth and Home

Infinite creature LTBInfinite creature ETBInfinite combat phasesInfinite untap of creatures you control
  1. 1At the beginning of your combat phase, Ardenn triggers, attaching the Equipment that grants haste and Sword of Hearth and Home to Combat Celebrant.
  2. 2Declare Combat Celebrant as an attacker, choosing to exert it as it attacks.
  3. 3Combat Celebrant triggers, untapping all other creatures you control and causing you to get an additional combat phase after this one.
  4. 4Deal combat damage using Combat Celebrant
  5. 5Sword of Hearth and Home triggers, causing you to exile Combat Celebrant, then search your library for a basic land card and exile it, then put the land and Combat Celebrant from exile onto the battlefield.
  6. 6Repeat each combat phase.
Ares, God of War
+Deathrender
+Breath of Fury
+Ardenn, Intrepid Archaeologist
#3

Ares, God of War + Deathrender + Breath of Fury + Ardenn, Intrepid Archaeologist

Infinite creature ETBInfinite creature LTBInfinite combat damageInfinite combat phases
  1. 1At the beginning of your combat phase, Ardenn triggers, attaching Breath of Fury and Deathrender to the creature with haste.
  2. 2Deal combat damage using the creature that has Breath of Fury attached.
  3. 3Breath of Fury triggers, causing you to sacrifice the creature it is attached to, then attach Breath of Fury to Ares, then causing you to untap all creatures you control and to get an additional combat phase after this one.
  4. 4When the creature that had Breath of Fury attached dies, Ares and Deathrender trigger.
  5. 5Resolve the Ares trigger, returning the creature from your graveyard to your hand.
  6. 6Resolve the Deathrender trigger, putting the creature from your hand onto the battlefield and attaching Deathrender to it.
  7. 7Repeat each combat phase.
03

Legal formats

legacyvintagecommanderoathbreakerdueltlr
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