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Ardenn, Intrepid Archaeologist

~$2.92 low · ~$13.57 high

White. Legendary Creature — Kor Scout

two generic manaone white mana

010 · CMR · U · ENWhat the codes mean

Ardenn, Intrepid Archaeologist

Commander Legends #10 · Illustrated by Jason Rainville

What is Ardenn, Intrepid Archaeologist worth?

1 printing not yet released. Preorder prices are preview data and will change. Releases October 19, 2026.

Cheapest copy

~$2.92

Non-foil · Commander Legends #10

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Highest TCGplayer price

~$13.57

Etched foil · Commander Legends #549

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1 printing has no TCGplayer price.

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3 prices from $2.92 to $13.57. Every price is in the printings table below.

TCGplayer market prices in USD, updated October 14, 2026. Each price is for one printing and one finish.

Oracle text

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.)

2/2

"With the right tools, even the sky is within reach."

All 3 printings of Ardenn, Intrepid Archaeologist

PrintingRarityNon-foilFoilEtched foilCardmarket (EUR)My collection
The List #CMR-10
The List
plst #CMR-10· 2026Preorderuncommon
uncommon—No foil printingNo etched foil printing—
Commander Legends #549
Commander Legends
cmr #549· 2020uncommon
uncommonNo non-foil printingNo foil printing$13.57—

Prices are TCGplayer market prices in USD for each printing and finish, via Scryfall. They are a guide, not an appraisal.

Where to buy Ardenn, Intrepid Archaeologist

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Card details

First printed
2020
Printings
3
Mana value
3
EDHREC rank
#1,695 on EDHREC (Commander popularity)
Keywords
Partner
Artist
Jason Rainville

What the codes mean

The small print at the bottom of the Commander Legends card (#10).

010 · CMR · U · EN

  • 010Collector number: this card's place in the set list. Main-set cards print it over the set's card count.
  • CMRSet code for Commander Legends
  • UUncommon
  • ENPrinted in English

How to read a Magic card: every part and code, on real cards.

Rulings (9)

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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.

  6. 2020-11-10

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

  7. 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.

  8. 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 two generic mana 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.

  9. 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.

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