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Ardenn, Archeologo Intrepido

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Ardenn, Archeologo Intrepido (Ardenn, Intrepid Archaeologist)

Costo{2}{W} Valore di mana3TipoCreatura Leggendaria — Esploratore Kor Identità di colore{W} Bianco RaritàNon comune EspansioneCommander Legends (CMR) IllustratoreJason Rainville Prezzo3,99 € · foil 4,59 € · 2,58 USD
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Informazioni sulla carta

Ardenn, Archeologo Intrepido è una carta di tipo creatura di Magic: The Gathering con valore di mana 3 (identità di colore: bianco). Prima stampa: Commander Legends (2020); 3 versioni cartacee in totale. È una delle 5000 carte più giocate in Commander (posizione 1713 su EDHREC). Può essere usata come Commander. Legale in Commander, Legacy e Vintage. Versione più economica: 3,59 € (The List); la più cara: 3,99 € (Commander Legends).

Ardenn, Archeologo Intrepido {2}{W}

Creatura Leggendaria — Esploratore Kor
All'inizio del combattimento nel tuo turno, puoi assegnare un qualsiasi numero di Aure ed Equipaggiamenti che controlli a un permanente o a un giocatore bersaglio.
Partner (Puoi avere due comandanti se entrambi hanno partner.)
Testo delle regole (Oracle, inglese)
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.)

"Con gli strumenti adatti, persino il cielo è alla nostra portata."

2/2

Nome in ogni lingua

FrançaisArdenn, archéologue intrépideEnglishArdenn, Intrepid ArchaeologistEspañolArdenn, arqueólogo intrépidoDeutschArdenn, furchtloser ArchäologeItalianoArdenn, Archeologo IntrepidoPortuguêsArdenn, Arqueólogo Intrépido日本語剛胆な考古学者、アーデン

Legalità

Chiarimenti sulle regole (in inglese)

2020-11-10
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.

2020-11-10
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.

2020-11-10
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.

2020-11-10
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.

2020-11-10
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.

2020-11-10
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.

2020-11-10
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.

2020-11-10
An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.

2020-11-10
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.

Stampe (3)

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