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Ardenn, Intrepid Archaeologist

PRM (Magic Online Promos) · #86304 · EN

Ardenn, Intrepid Archaeologist

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.)
RzadkośćUncommon
PLN regular—
PLN foil—
PLN etched—

Ardenn, Niezłomny Archeolog (Ardenn, Intrepid Archaeologist)

Legendarny stwór — Kor zwiadowca

Na początku walki w twojej turze możesz dołączyć dowolną liczbę Aur i Equipment, które kontrolujesz, do wybranego permanentu lub gracza.
Partner (Możesz mieć dwóch dowódców, jeśli obie karty mają partner.)

Jak działa karta?

Na początku twojej fazy walki możesz przenieść dowolne Aury i Equipment, które kontrolujesz, i dołączyć je do jednego wybranego permanentu lub gracza. Partner pozwala mieć dwóch dowódców pod warunkiem, że obie karty mają partner.

Główna zdolność: Na początku walki w swojej turze możesz jako opcję (may) wybrać dowolną liczbę Aur i Equipment, które kontrolujesz, i zaadresować je do jednego wybranego celu — permanentu (np. stworzenia, artefaktu, ziemi jeśli legalne) lub gracza. Gdy zdolność się rozwiązuje, wybierasz dokładnie które karty mają zostać przeniesione, a następnie te karty są dołączane (attached) do wybranego celu. Nie ma możliwości podjęcia akcji między wyborem a załączeniem. Zdolność nie omija ograniczeń kart: nie można np. przyczepić Aury, która mówi "enchant creature you control", do permanenta, którego nie można nią zainchantować. Partner: jeśli obie wybrane karty dowódcy mają partner, możesz mieć dwóch dowódców. Zasady dotyczące kolorów talii, liczenia podatku dowódcy i innych interakcji z dwoma dowódcami są stosowane zgodnie z rulings (np. sprawdzanie kontroli dowódcy jest spełnione, jeśli kontrolujesz jednego lub obu).

Ważne interakcje

Częste pomyłki

Przykład

Przykład: Kontrolujesz Ardemn i masz Equipment A, Equipment B oraz Aurę C. Na początku walki możesz wybrać wszystkie trzy i zaadresować je do stworzenia przeciwnika. Po rozwiązaniu zdolności wszystkie trzy zostaną dołączone do tego stworzenia (jeśli są legalnymi celami).

Materiał wygenerowany automatycznie. W razie rozbieżności obowiązuje angielski tekst Oracle i oficjalne zasady.

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Set
Magic Online Promos (PRM)
Data wydania
2020-12-15
Rzadkość
Uncommon
Artysta
Jason Rainville
Mana value
3
Mana cost
{2}{W}
Power / Toughness
2 / 2
Layout / frame
normal / 2015
Foil / nonfoil
foil nonfoil
Scryfall ID
77ab368c-9fd7-4e8a-9d33-6f7f187cc9f9
Oracle ID
7c521612-21c6-4c4b-b10e-66e70928609b
Słowa kluczowe
Partner
Tożsamość kolorów
{W}
Produkuje manę
—
Dostępne wykończenia
nonfoil, foil
Platformy
mtgo
Cechy wydruku
Promo, Reprint, Cyfrowa
Efekty ramki
legendary
Typ promocji
—
Watermark
—
Obramowanie / znacznik
black / —
EDHREC rank
1 697
Penny rank
—
Multiverse IDs
—
Arena ID
—
MTGO ID
86304
TCGplayer ID
—
Cardmarket ID
—
Illustration ID
40fb2d3a-4635-4287-860e-29f30b5453b4
Status obrazu
lowres

An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.

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.

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.

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.

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.

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.

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.

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.

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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