
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
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
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
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.
Ardent Electromancer + Chthonian Nightmare + Patron of the Arts
- Infinite red mana
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.
Ardent Electromancer + Molten Echoes + Cloudstone Curio
- Infinite creature tokens with haste
- Infinite red mana
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.
Ardent Electromancer + Tradewind Rider + Intruder Alarm
- Infinite red mana
- Infinite mana creatures you control can produce
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.
Ardent Electromancer + Zirda, the Dawnwaker + Dino DNA
- Infinite creature tokens
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.
Ardent Electromancer + Celestial Dawn + Eldrazi Displacer
- Infinite colorless mana
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.
Ardent Electromancer + Sneak Attack + Stormfront Riders
- Infinite creature tokens
- Infinite red mana
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}.
Ardent Electromancer + Dino DNA + Power Artifact
- Infinite creature tokens
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.
Ardent Electromancer + Sneak Attack + Hoverguard Sweepers
- Infinite red mana
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}.
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.
- Kirol, Attentive First-YearKirol, Attentive First-Year copies your triggered abilities, which Ardent Electromancer can use because it has an enter-the-battlefield trigger.
- Mister FantasticMister Fantastic copies your triggered abilities, which Ardent Electromancer can use because it has an enter-the-battlefield trigger.
- The Fourteenth DoctorThe Fourteenth Doctor copies creatures, which Ardent Electromancer can use because it has an enter-the-battlefield trigger.
- Ulalek, Fused AtrocityUlalek, Fused Atrocity copies your triggered abilities, which Ardent Electromancer can use because it has an enter-the-battlefield trigger.
- Kuja, Genome Sorcerer // Trance Kuja, Fate DefiedArdent Electromancer is a Wizard, which Kuja, Genome Sorcerer // Trance Kuja, Fate Defied can use.
- Gandalf, Goblins' Bane // FlameshapeArdent Electromancer is a Wizard, which Gandalf, Goblins' Bane // Flameshape can use.
- Inalla, Archmage RitualistArdent Electromancer is a Wizard, which Inalla, Archmage Ritualist can use.
- Kaza, Roil ChaserArdent Electromancer is a Wizard, which Kaza, Roil Chaser can use.
- Adeliz, the Cinder WindArdent Electromancer is a Wizard, which Adeliz, the Cinder Wind can use.
- Gandalf, Party GuestArdent Electromancer is a Wizard, which Gandalf, Party Guest can use.