Elmar, Ulvenwald Informant 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
Haste Whenever you cast your second spell each turn, untap target creature, then investigate. (Create a colorless Clue artifact token with ", Sacrifice this artifact: Draw a card.") Partner—Friends forever (You can have two commanders if both have this ability.)
Complete guide
Elmar, Ulvenwald Informant is a versatile Gruul commander that rewards players for tactical sequencing and high-tempo turns. By utilizing his Haste and triggered ability, you can generate continuous card advantage and utility on the battlefield.
Double the Spells, Double the Rewards
Elmar's core ability triggers whenever you cast your second spell each turn. This includes your turn and your opponents' turns. When this occurs, you untap target creature and create a Clue token. Because Elmar has Haste, he can immediately start attacking or using tap abilities the moment he hits the battlefield.
Resolving the Trigger Step by Step
First, you must cast your first spell of the turn; nothing happens yet. When you cast your second spell, Elmar's ability is placed on the stack on top of that spell. You choose a target creature to untap. When the ability resolves, the creature untaps, and then you create a Clue token. Finally, your second spell resolves.
Common Pitfalls to Avoid
Elmar only triggers on the second spell. If you cast a third or fourth spell, you will not get additional triggers. Additionally, the ability requires a target creature to be put on the stack. If there are no creatures on the battlefield at all, the ability cannot be placed on the stack, and you will not get a Clue.
Strategic Timing
To maximize Elmar, use cheap spells or instants to trigger his ability on an opponent's turn. This allows you to untap a blocker or a utility creature while stocking up on Clues to draw cards later.
Interaction examples
If you cast Sakura-Tribe Elder as your first spell, then cast Solemn Simulacrum as your second, Elmar triggers. You can target Sakura-Tribe Elder to untap it (if it was somehow tapped), create a Clue, and then resolve your Golem.
After casting two spells, Elmar creates a Clue token. You can then pay two mana and sacrifice the Clue token to draw a card, ensuring your hand stays full for future turns.
If Elmar is already on the board and you attack with a Solemn Simulacrum, you can cast two spells in your second main phase. Elmar's trigger can target the tapped Solemn Simulacrum, untapping it so it is ready to block during your opponent's turn.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Elmar, Ulvenwald Informant
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
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Meta decks with Elmar, Ulvenwald Informant












Sakura-Tribe Elder
Solemn Simulacrum
Clue