Ardent Electromancer 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.
Official card text
When this creature enters, addfor each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
How it works : Ardent Electromancer
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
Ardent Electromancer’s ability uses the stack and players may respond to it. It isn’t a mana ability because the event that causes it to trigger isn’t a mana ability.
No other card is named in this ruling.
- #2· Wizards of the Coast
To determine “the number of creatures in your party,” check whether you control a Cleric, whether you control a Rogue, whether you control a Warrior, and whether you control a Wizard. The number is the total number of those checks to which you answered yes. Each creature you control can be counted for only one of those checks.
No other card is named in this ruling.
- #3· Wizards of the Coast
If a creature has more than one party creature type, and there are multiple ways to count that creature that could result in a different number of creatures in your party, the highest such number is used. For example, if you control a Cleric and a Cleric Wizard, the number of creatures in your party is two. You can’t choose to have it be just one by counting the Cleric Wizard first as a Cleric.
No other card is named in this ruling.
- #4· Wizards of the Coast
An ability referring to the number of creatures in your party gets a number from zero to four. Such abilities never ask which creatures are in your party, and you never have to designate specific creatures as being in your party. You can’t choose to exclude creatures from this count to lower the number.
No other card is named in this ruling.
- #5· Wizards of the Coast
If an ability of a creature counts the number of creatures in your party, that number is counted as the ability resolves. If that creature is still on the battlefield when the ability resolves, it’ll be counted if appropriate.
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
Ardent Electromancer + Emiel the Blessed
- 1Activate Emiel by paying
, blinking Ardent Electromancer.
- 2Ardent Electromancer enters the battlefield, adding
.
- 3Repeat
Kiki-Jiki, Mirror Breaker + Sword of the Paruns + Ardent Electromancer
- 1Activate Kiki-Jiki by tapping it, creating a token copy of Ardent Electromancer.
- 2The Ardent Electromancer token enters the battlefield, adding
.
- 3Activate Sword of the Paruns by paying
, untapping Kiki-Jiki.
- 4Repeat.
Chthonian Nightmare + Patron of the Arts + Ardent Electromancer
- 1Activate Chthonian Nightmare by paying
, sacrificing Patron of the Arts and returning Chthonian Nightmare from the battlefield to your hand.
- 2When Patron of the Arts dies, it triggers, creating a Treasure token.
- 3Resolve the Chthonian Nightmare ability, returning Ardent Electromancer from your graveyard to the battlefield.
- 4When Ardent Electromancer enters the battlefield, it triggers, adding at least
.
- 5Activate the Treasure by tapping and sacrificing it, adding
.
- 6Cast Chthonian Nightmare by paying
.
- 7When Chthonian Nightmare enters the battlefield, it triggers, causing you to get
.
- 8Activate Chthonian Nightmare by paying
, sacrificing Ardent Electromancer and returning Chthonian Nightmare from the battlefield to your hand, returning Patron of the Arts from your graveyard to the battlefield.
Molten Echoes + Cloudstone Curio + Ardent Electromancer
- 1Cast Ardent Electromancer by paying
.
- 2Ardent Electromancer enters the battlefield, triggering itself, Cloudstone Curio and Molten Echoes.
- 3Resolve the Ardent Electromancer trigger, adding
for each creature in your party.
- 4Resolve the Cloudstone Curio trigger, choosing to return nothing from the battlefield to your hand.
- 5Resolve the Molten Echoes trigger, creating a token copy of Ardent Electromancer with haste.
- 6The Ardent Electromancer token enters the battlefield, triggering itself and Cloudstone Curio.
- 7Resolve the Ardent Electromancer trigger, adding
for each creature in your party.
- 8Resolve the Cloudstone Curio trigger, returning the nontoken Ardent Electromancer from the battlefield to your hand.
Jaxis, the Troublemaker + Ashnod's Altar + Sword of the Paruns + Ardent Electromancer
- 1Activate Jaxis by paying
, tapping it and discarding a card, creating a token copy of Ardent Electromancer with haste.
- 2When Ardent Electromancer enters the battlefield, it triggers, adding at least
.
- 3Activate Ashnod's Altar by sacrificing the Ardent Electromancer token, adding
.
- 4When the Ardent Electromancer token dies, it triggers, causing you to draw a card.
- 5Activate Sword of the Paruns by paying
, untapping Jaxis.
- 6Repeat.
The Jolly Balloon Man + Agatha's Soul Cauldron + Midnight Guard + Ardent Electromancer
- 1Activate Midnight Guard using The Jolly Balloon Man's ability by paying
and tapping it, creating a token copy of Ardent Electromancer that is a 1/1 Balloon with flying and haste in addition to its other types.
- 2When the Ardent Electromancer token enters the battlefield, it and Midnight Guard trigger.
- 3Resolve the Ardent Electromancer token's trigger, adding at least
.
- 4Resolve the Midnight Guard trigger, untapping it.
- 5Repeat.
Dino DNA + Power Artifact + Ardent Electromancer
- 1Activate Dino DNA's second ability by paying
, creating a token copy of Ardent Electromancer that is a 6/6 Dinosaur.
- 2When the Ardent Electromancer token enters the battlefield, it triggers, adding
.
- 3Repeat.
Marut + Glaring Fleshraker + Cloudstone Curio + Ardent Electromancer
- 1Activate at least seven Treasures by tapping and sacrificing them, adding at least
.
- 2Cast Marut by paying at least
gained from Treasures, plus an extra up to
if needed.
- 3Glaring Fleshraker's first ability triggers, creating a 0/1 Eldrazi Spawn creature token.
- 4When the Eldrazi Spawn enters, Cloudstone Curio and Glaring Fleshraker's second ability triggers.
- 5Resolve the Cloudstone Curio trigger, returning Ardent Electromancer from the battlefield to your hand.
- 6Resolve the Glaring Fleshraker trigger, dealing 1 damage to each opponent.
- 7Resolve Marut. When Marut enters, it triggers, creating a Treasure for each mana from a Treasure spent to cast it.
- 8Cast Ardent Electromancer by paying its mana cost.
Legal formats
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