Ardent Electromancer

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Ardent Electromancer

Creature — Human Wizard

Wben Ardent Electromancer enters the battlefield, gain for each creature in your party. ( Your party consists of up to four creatures, one Cleric, Rogue, Warrior and Wizard, each.)

Gidgetimer on Pinkie Pie's Party Effect

1 year ago

Pinkie Pie doesn't say she grants any creature types, so she doesn't grant any creature types. What she does is make each creature you control count toward abilities like Ardent Electromancer adding mana and makes you have a full party at all times for abilities like Nimble Trapfinder's second ability.

Epicurus on Party Allegiance

5 years ago

Massacar I added custom categories to the decklist to help with responding to your comment.

First off, Thran Turbine and Training Grounds are excellent suggestions, and I'm going to syft through the list to find room for those two, for sure, when I have time.

As for the other specific suggestions, my creature types are somewhat too varied, so Coat of Arms runs the risk of being more beneficial to my opponents than to me, even with as many allies as are there. And Biomancer's Familiar and Heartstone don't really help the commander all that much (though I will consider them because of their potential to help other creatures).

As for the number of creatures, I'm on the fence. Yes, 46 is a shytload. However, look at the distribution of them in my categories. I only have 9 Warriors, which is less than 10% of the deck, and that's the Party type I have the most of. Having a full party is incredibly helpful for casting the commander, and is furthermore vital for cards like Zagras, Thief of Heartbeats, Thwart the Grave, Spoils of Adventure, Nimble Trapfinder, Ardent Electromancer and Linvala, Shield of Sea Gate, without mentioning the other few party related cards. And while I could make cuts from the list of nonparty allies, doing so detracts from the effectiveness of many of the abilities of the allies, which are dependent on having others around to care about. And the changelings alleviate a lot of what I'm saying here, but I only have 4 of them, and they're the only ones I care to have.

So, in short, I get it. But nearly 50% creature just seems to me to be the way to build around the party mechanic effectively.