Best Cards for Rograkh and Ardenn (2026)
Rograkh, Son of Rohgahh and Ardenn, Intrepid Archaeologist form one of the most explosive Voltron partnerships in Commander. A zero-mana commander with first strike, menace, and trample paired with a free equip effect every combat? That's a recipe for turn-3 kills.
Ready to proxy this deck for playtesting or create custom versions of your favorite equipment? Let's build the ultimate Rograkh and Ardenn equipment deck.
The Partner Commanders
Mana Cost:
Rograkh costs nothing to cast and comes with first strike, menace, and trample. The only downside? He's a 0/1. But that's where the equipment comes in.
Mana Cost:
At the beginning of combat on your turn, attach any number of Auras and Equipment you control to target permanent or player. This means expensive equip costs don't matter—Colossus Hammer's
Power Boosting Equipment
1. Colossus Hammer
Mana Cost:
+10/+10 and the equipped creature loses flying. Normally the
Why it's essential: Turn 3 you can have Rograkh as a 10/11 with first strike, menace, and trample. That's 21 commander damage in two hits—or one hit with any other power boost.
2. Blackblade Reforged
Mana Cost:
+1/+1 for each land you control. By mid-game, this is easily +5/+5 or more, and it continues scaling.
Why it's essential: Consistent power that grows with your mana base. Equip cost is reduced for legendary creatures, but Ardenn makes it free anyway.
3. Ogre's Cleaver
Mana Cost:
+5/+3 is huge for just 2 mana. The
Why it's essential: Raw stats at a budget-friendly price. This equipment punches well above its weight class.
4. Bloodforged Battle-Axe
Mana Cost:
+2/+0 and whenever the equipped creature deals combat damage, create a token copy of this equipment. The copies stack quickly.
Why it's essential: This equipment snowballs hard. After two combat phases, you've got three axes. After four? Seven. Ardenn attaches them all for free.
5. Masterwork of Ingenuity
Mana Cost:
Enters as a copy of any equipment on the battlefield. Two Colossus Hammers for 2 total mana.
Why it's essential: Doubles your best equipment without the mana investment. Copy an opponent's Sword if yours isn't available yet.
6. Hero's Blade
Mana Cost:
+3/+2 and auto-attaches when a legendary creature enters. This means Rograkh comes down as a 3/3 for free.
Why it's essential: Turn 1 Hero's Blade, Turn 2 Rograkh enters already equipped. Immediate tempo advantage.
7. Thran Power Suit
Mana Cost:
+1/+1 for each Aura and Equipment attached to the creature, plus Ward 2.
Why it's essential: Scales with your voltron strategy and adds protection. With 5 equipment attached, that's +5/+5.
Protection and Evasion Equipment
8. Commander's Plate
Mana Cost:
+3/+3 and protection from each color that's not in your commander's color identity. On Rograkh or Ardenn, that's protection from blue, black, and green.
Why it's essential: Protection from three colors means most removal spells don't work, and most creatures can't block. Nearly unblockable.
9. Lightning Greaves
Mana Cost:
Shroud and haste. Normally shroud would prevent you from equipping more items, but Ardenn's ability targets the creature at combat start—you can move Greaves last.
Why it's essential: Haste and shroud protection. Equip for
10. Swiftfoot Boots
Mana Cost:
Hexproof and haste. Unlike Greaves, you can still target Rograkh with your own spells and abilities.
Why it's essential: Allows you to respond to your own creature while maintaining protection. Haste acceleration is always valuable.
11. Hammer of Nazahn
Mana Cost:
+2/+0 and indestructible. Whenever an Equipment enters, you may attach it to a creature you control.
Why it's essential: Redundancy for Ardenn's ability plus indestructible protection. Your voltron build becomes incredibly resilient.
12. Shadowspear
Mana Cost:
+1/+1, trample, and lifelink. Can also remove hexproof and indestructible from opponents' permanents.
Why it's essential: Rograkh already has trample, but the lifelink keeps you alive in aggressive metas. The utility ability handles problematic blockers.
The Swords
13. Sword of Feast and Famine
Mana Cost:
+2/+2, protection from black and green, opponent discards, and you untap all lands. The best Sword for the deck.
Why it's essential: Untapping lands means you can deploy more equipment in main phase 2 or hold up protection. Protection from two colors adds to evasion.
14. Sword of Fire and Ice
Mana Cost:
+2/+2, protection from red and blue, draw a card, and deal 2 damage to any target.
Why it's essential: Card draw in Boros is precious. The removal attached to the damage trigger adds value every combat.
15. Sword of Hearth and Home
Mana Cost:
+2/+2, protection from green and white, blink a creature you own, and search for a basic land.
Why it's essential: Ramp in Boros colors is hard to find. The blink can reset a utility creature or protect from targeted removal.
Support Cards
16. Puresteel Paladin
Mana Cost:
Draw a card whenever Equipment enters. With Metalcraft, equip costs become
Why it's essential: Card advantage engine that also provides equip cost reduction. The draw trigger stacks with multiple equipment plays.
17. Stoneforge Mystic
Mana Cost:
Search for Equipment on entry, then
Why it's essential: Tutor effect finds your Colossus Hammer or whatever you need most. Cheating equipment into play at instant speed enables combat tricks.
18. Sunforger
Mana Cost:
+4/+0.
Why it's essential: Toolbox access to protection, removal, or surprise damage. Boros Command, Deflecting Swat, Wear // Tear—whatever you need.
19. Skullclamp
Mana Cost:
+1/-1 and draw two cards when the equipped creature dies.
Why it's essential: On Rograkh's 0/1 body, this triggers immediately for two cards. That's a
20. Open the Armory
Mana Cost:
Search for an Aura or Equipment card. Straightforward tutor for your best piece.
Why it's essential: Finds Colossus Hammer, Greaves, or whatever the situation demands for just
Wrapping Up
Rograkh and Ardenn represent the pinnacle of equipment Voltron efficiency. Rograkh's zero cost means you're never behind on tempo, and Ardenn's free equips turn expensive power boosts into consistent threats. The combination of first strike, menace, and trample on your main attacker means damage gets through.
Focus on high-power equipment, redundant protection, and a few key tutors to find your best pieces. This deck can threaten kills as early as turn 3 and maintains pressure throughout the game.
Want to test this build before investing? Use our proxy printer to create playtest versions, or design custom equipment with your own art and flavor.
Related Reading
- Best Voltron Equipment for Commander 2026 — Deep dive into equipment for any Voltron build
- Best Cards for Syr Gwyn, Hero of Ashvale 2026 — Another powerful equipment commander in Mardu
- Best Cards for Light-Paws, Emperor's Voice 2026 — Mono-white aura Voltron for comparison
- Best Cards for Wyleth, Soul of Steel — Boros equipment with built-in card draw
Inspired to Create?
Turn your ideas into professional-looking Magic: The Gathering cards in seconds. Our editor is free, powerful, and easy to use.