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Ardent Electromancer

Ardent Electromancer

Creature — Human Wizard3/2$0.12

When this creature enters, add for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)

Legal in Commander

Is

Does

Rewards

Combos 10

  • Ardent Electromancer + Emiel the Blessed

    • Infinite red mana

    6 decks on Commander Spellbook

    How it works

    Before you start

    You control a Cleric creature, a Rogue creature, and a Warrior creature.

    Steps

    Activate Emiel by paying {3}, blinking Ardent Electromancer. Ardent Electromancer enters the battlefield, adding {R}{R}{R}{R}. Repeat

    Commander Spellbook ↗
  • Ardent Electromancer + Kiki-Jiki, Mirror Breaker + Sword of the Paruns

    • Infinite creature tokens with haste
    • Infinite red mana
    • Infinite mana creatures you control can produce

    3 decks on Commander Spellbook

    How it works

    Before you start

    Sword of the Paruns attached to Kiki-Jiki. You have a full party.

    Steps

    Activate Kiki-Jiki by tapping it, creating a token copy of Ardent Electromancer. The Ardent Electromancer token enters the battlefield, adding {R}{R}{R}{R}. Activate Sword of the Paruns by paying {3}, untapping Kiki-Jiki. Repeat.

    Commander Spellbook ↗
  • Ardent Electromancer + Chthonian Nightmare + Patron of the Arts

    • Infinite red mana

    2 decks on Commander Spellbook

    How it works

    Before you start

    There are at least three creatures in your party You have at least {E}{E}{E}.

    Steps

    Activate Chthonian Nightmare by paying {E}{E}{E}, sacrificing Patron of the Arts and returning Chthonian Nightmare from the battlefield to your hand. When Patron of the Arts dies, it triggers, creating a Treasure token. Resolve the Chthonian Nightmare ability, returning Ardent Electromancer from your graveyard to the battlefield. When Ardent Electromancer enters the battlefield, it triggers, adding at least {R}{R}{R}. Activate the Treasure by tapping and sacrificing it, adding {B}. Cast Chthonian Nightmare by paying {1}{B}. When Chthonian Nightmare enters the battlefield, it triggers, causing you to get {E}{E}{E}. Activate Chthonian Nightmare by paying {E}{E}{E}, sacrificing Ardent Electromancer and returning Chthonian Nightmare from the battlefield to your hand, returning Patron of the Arts from your graveyard to the battlefield. When Patron of the Arts enters the battlefield, it triggers, creating a Treasure token. Activate the Treasure by tapping and sacrificing it, adding {B}. Cast Chthonian Nightmare by paying {1}{B}. When Chthonian Nightmare enters the battlefield, it triggers, causing you to get {E}{E}{E}. Repeat.

    Commander Spellbook ↗
  • Ardent Electromancer + Molten Echoes + Cloudstone Curio

    • Infinite creature tokens with haste
    • Infinite red mana

    Mana needed: 2 decks on Commander Spellbook

    How it works

    Before you start

    "Human" or "Wizard" chosen with Molten Echoes. You control a Cleric, Rogue and/or Warrior.

    Steps

    Cast Ardent Electromancer by paying {2}{R}. Ardent Electromancer enters the battlefield, triggering itself, Cloudstone Curio and Molten Echoes. Resolve the Ardent Electromancer trigger, adding {R} for each creature in your party. Resolve the Cloudstone Curio trigger, choosing to return nothing from the battlefield to your hand. Resolve the Molten Echoes trigger, creating a token copy of Ardent Electromancer with haste. The Ardent Electromancer token enters the battlefield, triggering itself and Cloudstone Curio. Resolve the Ardent Electromancer trigger, adding {R} for each creature in your party. Resolve the Cloudstone Curio trigger, returning the nontoken Ardent Electromancer from the battlefield to your hand. Repeat.

    Commander Spellbook ↗
  • Ardent Electromancer + Tradewind Rider + Intruder Alarm

    • Infinite red mana
    • Infinite mana creatures you control can produce

    Mana needed: 0 decks on Commander Spellbook

    How it works

    Before you start

    You control at least one additional creature, There are at least three creatures in your party.

    Steps

    Cast Ardent Electromancer by paying {2}{R}. When Ardent Electromancer enters the battlefield, it and Intruder Alarm trigger. Resolve the Ardent Electromancer trigger, adding at least {R}{R}{R}. Resolve the Intruder Alarm trigger, untapping all creatures. Activate Tradewind Rider by tapping it, Ardent Electromancer and one other creature you control, returning Ardent Electromancer from the battlefield to your hand. Repeat.

    Commander Spellbook ↗
  • Ardent Electromancer + Zirda, the Dawnwaker + Dino DNA

    • Infinite creature tokens

    Mana needed: 0 decks on Commander Spellbook

    How it works

    Before you start

    You have a full party.

    Steps

    Activate Dino DNA's second ability by paying {4}, creating a token copy of Ardent Electromancer that is a 6/6 Dinosaur. When the Ardent Electromancer token enters the battlefield, it triggers, adding {R}{R}{R}{R}. Repeat.

    Commander Spellbook ↗
  • Ardent Electromancer + Celestial Dawn + Eldrazi Displacer

    • Infinite colorless mana

    Mana needed: 0 decks on Commander Spellbook

    How it works

    Before you start

    You have a full party.

    Steps

    Activate Eldrazi Displacer by paying {2}{C}, blinking Ardent Electromancer. When Ardent Electromancer enters the battlefield, it triggers, adding {R}{R}{R}{R} that can only be spent as though it were colorless mana due to Celestial Dawn. Repeat.

    Commander Spellbook ↗
  • Ardent Electromancer + Sneak Attack + Stormfront Riders

    • Infinite creature tokens
    • Infinite red mana

    Mana needed: 0 decks on Commander Spellbook

    How it works

    Before you start

    You control at least one Cleric, Rogue and/or Warrior.

    Steps

    Activate Sneak Attack by paying {R}, putting Ardent Electromancer from your hand onto the battlefield. When Ardent Electromancer enters the battlefield, it triggers, adding at least {R}{R}. Activate Sneak Attack by paying {R}, putting Stormfront Riders from your hand onto the battlefield. When Stormfront Riders enters the battlefield, its first ability triggers, returning it and Ardent Electromancer from the battlefield to your hand. Stormfront Riders' second ability triggers twice, creating two 1/1 Soldier creature tokens. Repeat. If you control at least three creatures in your party when Ardent Electromancer enters the battlefield, this combo nets infinite {R}.

    Commander Spellbook ↗
  • Ardent Electromancer + Dino DNA + Power Artifact

    • Infinite creature tokens

    Mana needed: 0 decks on Commander Spellbook

    How it works

    Before you start

    Power Artifact attached to Dino DNA. You have a full party.

    Steps

    Activate Dino DNA's second ability by paying {4}, creating a token copy of Ardent Electromancer that is a 6/6 Dinosaur. When the Ardent Electromancer token enters the battlefield, it triggers, adding {R}{R}{R}{R}. Repeat.

    Commander Spellbook ↗
  • Ardent Electromancer + Sneak Attack + Hoverguard Sweepers

    • Infinite red mana

    Mana needed: 0 decks on Commander Spellbook

    How it works

    Before you start

    You control at least one Cleric, Rogue and/or Warrior.

    Steps

    Activate Sneak Attack by paying {R}, putting Ardent Electromancer from your hand onto the battlefield. When Ardent Electromancer enters the battlefield, it triggers, adding at least {R}{R}. Activate Sneak Attack by paying {R}, putting Hoverguard Sweepers from your hand onto the battlefield. When Hoverguard Sweepers enters the battlefield, it triggers, returning it and Ardent Electromancer from the battlefield to your hand. Repeat. If you control at least three creatures in your party when Ardent Electromancer enters the battlefield, this combo nets infinite {R}.

    Commander Spellbook ↗

Combo data from Commander Spellbook. Only combos of 2 or 3 named cards are listed.

Best commanders

Commanders whose abilities work with this card and share its colors, from what the cards do.

  1. Kirol, Attentive First-YearKirol, Attentive First-Year copies your triggered abilities, which Ardent Electromancer can use because it has an enter-the-battlefield trigger.
  2. Mister FantasticMister Fantastic copies your triggered abilities, which Ardent Electromancer can use because it has an enter-the-battlefield trigger.
  3. The Fourteenth DoctorThe Fourteenth Doctor copies creatures, which Ardent Electromancer can use because it has an enter-the-battlefield trigger.
  4. Ulalek, Fused AtrocityUlalek, Fused Atrocity copies your triggered abilities, which Ardent Electromancer can use because it has an enter-the-battlefield trigger.
  5. Kuja, Genome Sorcerer // Trance Kuja, Fate DefiedArdent Electromancer is a Wizard, which Kuja, Genome Sorcerer // Trance Kuja, Fate Defied can use.
  6. Gandalf, Goblins' Bane // FlameshapeArdent Electromancer is a Wizard, which Gandalf, Goblins' Bane // Flameshape can use.
  7. Inalla, Archmage RitualistArdent Electromancer is a Wizard, which Inalla, Archmage Ritualist can use.
  8. Kaza, Roil ChaserArdent Electromancer is a Wizard, which Kaza, Roil Chaser can use.
  9. Adeliz, the Cinder WindArdent Electromancer is a Wizard, which Adeliz, the Cinder Wind can use.
  10. Gandalf, Party GuestArdent Electromancer is a Wizard, which Gandalf, Party Guest can use.

View Ardent Electromancer on Scryfall