Virtue of Loyalty // Ardenvale Fealty is a Magic: The Gathering card, a mythic rare white enchantment from Wilds of Eldraine (WOE), an expansion set released in September 2023. It is collector number 38 in that set, with art by Piotr Dura. It costs {3}{W}{W} (three generic and two white mana) to cast, for a mana value of 5. Its colour identity is white. It is legal in Standard, Pioneer, Modern, Legacy, Vintage, Commander, Duel Commander, Oathbreaker, Brawl, Standard Brawl, Historic, Timeless and Gladiator. It has been printed in 2 sets. The latest aggregated market price for this printing is $5.77 (normal finish, as of 2026-10-23).
Card text
At the beginning of your end step, put a +1/+1 counter on each creature you control. Untap those creatures.
Market price
Latest aggregated market price for the normal finish of this printing: $5.77 (as of 2026-10-23).
The figure covers this printing only; other printings carry their own price on their own page.
Format legality
Legality of Virtue of Loyalty // Ardenvale Fealty by format. Formats in which it is not legal are not listed.
Other printings of Virtue of Loyalty // Ardenvale Fealty
Virtue of Loyalty // Ardenvale Fealty has been printed in 2 sets. The other printings are listed newest first, with the rarity and release year of each.
Printing
Rarity
Year
Wilds of Eldraine Promos (PWOE) #38p
Mythic
2023
Wilds of Eldraine Promos (PWOE) #38s
Mythic
2023
Wilds of Eldraine (WOE) #277
Mythic
2023
Official rulings
The 8 most recent official rulings for Virtue of Loyalty // Ardenvale Fealty, newest first.
If an adventurer card ends up in exile for any other reason than by exiling itself while resolving, it won't give you permission to cast it as a permanent spell.
An effect may refer to a card, spell, or permanent that "has an Adventure." This refers to a card, spell, or permanent that has an adventurer card's set of alternative characteristics, even if they're not being used and even if that card was never cast as an Adventure.
If an effect instructs you to choose a card name, you may choose the alternative Adventure name. Consider only the alternative characteristics to determine whether that is an appropriate name to choose.
If a spell is cast as an Adventure, its controller exiles it instead of putting it into its owner's graveyard as it resolves. For as long as it remains exiled, that player may cast it as a permanent spell. If an Adventure spell leaves the stack in any way other than resolving (most likely by being countered or by failing to resolve because its targets have all become illegal), that card won't be exiled and the spell's controller won't be able to cast it as a permanent later.
An adventurer card is a permanent card in every zone except the stack, as well as while on the stack if not cast as an Adventure. Ignore its alternative characteristics in those cases. For example, while it's in your graveyard, Questing Druid is a green creature card whose mana value is 2. It can't be the target of Tenacious Tomeseeker's triggered ability ("return target instant or sorcery card from your graveyard to your hand").
If an object becomes a copy of an object that has an Adventure, the copy also has an Adventure. If it changes zones, it will either cease to exist (if it's a token) or cease to be a copy (if it's a nontoken permanent), and so you won't be able to cast it as an Adventure.
If an effect copies an Adventure spell, that copy is exiled as it resolves. It ceases to exist as a state-based action; it's not possible to cast the copy as a permanent.
You must still follow any timing restrictions and permissions for the permanent spell you cast from exile. Normally, you'll be able to cast it only during your main phase while the stack is empty.
Similar cards
Other enchantment cards with a white colour identity, ranked by how often they appear in Commander decks.