Arcane Foundry › Commanders › Ardenn, Intrepid Archaeologist
Ardenn, Intrepid Archaeologist
Legendary Creature — Kor Scout · {2}{W} · White commander
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.)
Build an Ardenn, Intrepid Archaeologist deck →
What Ardenn, Intrepid Archaeologist actually does
Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.
- Triggered ability · beginning_of_combatAt the beginning of combat on your turn, you may attach any number of Auras and Equipment you control to target permanent or player.
- Keyword · partnerpartner
What an Ardenn, Intrepid Archaeologist deck wants
The plan the Forge derives for this commander: the roles it fills and how many of each.
- 26× A body of the exact type the commander's trigger requires — the wrong type is worthless here regardless of quality
- 14× Equipment and Auras — the things a suit-up commander's trigger and plan are actually made of
- 5× Make the commander connect — a body that never deals combat damage never triggers
- 5× Actually remove one problem permanent — preventing its damage is not removing it
- 1× Answer a whole board at once
- 9× Find the exact card the plan needs
- 7× Refill your hand
- 2× Keep a permanent you control alive through removal
- 11× Get ahead on mana
Best cards for Ardenn, Intrepid Archaeologist
Ranked by an engine that reads what each card does — its real cost, its delay and how reliably it works — rather than counting how often other people play it.
A body of the exact type the commander's trigger requires — the wrong type is worthless here regardless of quality
- Lion Sash2 mana
- Crystal Fragments // Summon: Alexander1 mana
- Crystal Fragments // Summon: Alexander1 mana
- Halvar, God of Battle // Sword of the Realms4 mana
- Twinblade Geist // Twinblade Invocation2 mana
- Cloudsteel Kirin3 mana
- Katilda, Dawnhart Martyr // Katilda's Rising Dawn3 mana
- Razorfield Ripper3 mana
Equipment and Auras — the things a suit-up commander's trigger and plan are actually made of
- Basilisk Collar1 mana
- Skullclamp1 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
- Sword of the Animist2 mana
- Shadowspear1 mana
- Paradise Mantle0 mana
- Trailblazer's Boots2 mana
Make the commander connect — a body that never deals combat damage never triggers
- Delney, Streetwise Lookout3 mana
- Elspeth, Sun's Champion6 mana
- Eldrazi Monument5 mana
- Colossus Hammer1 mana
- Shadowspear1 mana
- Jackdaw Savior3 mana
- Toby, Beastie Befriender3 mana
- Akroma's Memorial7 mana
Actually remove one problem permanent — preventing its damage is not removing it
- Path to Exile1 mana
- Swords to Plowshares1 mana
- March of Otherworldly Light1 mana
- Flicker of Fate2 mana
- Generous Gift3 mana
- Erode1 mana
- Getaway Glamer1 mana
- Unwanted Remake1 mana
Answer a whole board at once
- Final Showdown1 mana
- Vanquish the Horde8 mana
- Martyr's Cry2 mana
- Split Up3 mana
- Cathedral Membrane2 mana
- Citywide Bust3 mana
- Harsh Mercy3 mana
- Retribution of the Meek3 mana
Find the exact card the plan needs
- Steelshaper's Gift1 mana
- Open the Armory2 mana
- Cloud, Midgar Mercenary2 mana
- Enlightened Tutor1 mana
- Stoneforge Mystic2 mana
- Templar Knight2 mana
- Idyllic Tutor3 mana
- Ranger-Captain of Eos3 mana
Refill your hand
- Esper Sentinel1 mana
- Skullclamp1 mana
- Archivist of Oghma2 mana
- Sram, Senior Edificer2 mana
- Smothering Tithe4 mana
- The One Ring4 mana
- Pip-Boy 30001 mana
- Vexing Bauble1 mana
Keep a permanent you control alive through removal
- Flowering of the White Tree2 mana
- Bastion Protector3 mana
- Greater Auramancy2 mana
- Codsworth, Handy Helper3 mana
- Cryptothrall4 mana
- Avacyn, Angel of Hope8 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
Get ahead on mana
- Chrome Mox0 mana
- Everflowing Chalice0 mana
- Mox Amber0 mana
- Mox Diamond0 mana
- Mox Opal0 mana
- Mana Vault1 mana
- Sol Ring1 mana
- Wayfarer's Bauble1 mana