Westvale Abbey

Land

: Add to your mana pool.

, , Pay 1 life: Put a 1/1 white and black Human Cleric creature token onto the battlefield.

, , Sacrifice five creatures: Transform Westvale Abbey, then untap it.

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Printings View all

Set Rarity
Shadows over Innistrad (SOI) Rare

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Tokens

Legality

Format Legality
Pioneer Legal
Modern Legal
Frontier Legal
Duel Commander Legal
Canadian Highlander Legal
Oathbreaker Legal
Block Constructed Legal
Tiny Leaders Legal
Commander / EDH Legal
Magic Duels Legal
Unformat Legal
2019-10-04 Legal
1v1 Commander Legal
Leviathan Legal
Heirloom Legal
Legacy Legal
Casual Legal
Vintage Legal
Highlander Legal

Westvale Abbey occurrence in decks from the last year

Commander / EDH:

All decks: 0.08%

Westvale Abbey Discussion

burndeck_op on My Shadowborn Apostle Deck

2 weeks ago

I also made a shadowborn apostle deck and a card I've worked in is Westvale Abbey  Flip which is good for mid to late game when you don't need to be making specifically swamp mana and are pumping out tons of apostles

SynergyBuild on Daveslab2022

2 weeks ago

Blue is the key interaction color, black is good too, but green is effectively a mandated color. Loam is the best grindy value engine, and effectively says "permanents" instead of lands in this format. On it's own that is op, dredge makes it beyond busted. Scapeshift is a strong wincon too, but manlands, Field of the Dead, and Dark Depths/Thespian Stage all work.

Remember unlike legacy where that's a 1 hit win, in this format it does take two hits. I enjoy Awakening of Vitu-Ghazi, but I enjoy it because it can hit hard on end-steps and just has the haste value. Against Field of Ruin you can toss it on a basic, but putting it on a Lumbering Falls or Raging Ravine, maybe even a Celestial Colonnade, so if you activate them they get really buff.

Secure the Wastes, Sylvan Awakening, Finale of Glory, etc. Can win as well, trust that a lot of decks have numerous wincons they can run, and while when entering the game without creatures it seems hard, its certainly not impossible. The goal is to build around the card advantage of the game.

Life from the Loam is overpowered because of this, and the fact countering it doesn't stop the engine. There aren't a ton of these type of card advantage engines without most permanent types, and that's why the few we have are valuable, and while Ponder, Brainstorm, Preordain give card selection, advantage is hugely in need, so when looking through what you want, here are the following pieces of card advantage:

Hymn to Tourach and Gerrard's Verdict both are cheap ways to grind out value by 2 for 1ing an opponent from cards, it's no engine, but it functions well to disrupt whatever your opponent has going on. Be scared of Misdirection or Divert as they can blowout this style of card advantage, and are highly valuable pieces of "anti-interaction", but even a Veil of Summer can be a seriously bad turn for this card.

Castle Locthwain, Castle Vantress, Castle Ardenvale, Kjeldoran Outpost, Westvale Abbey  Flip, Vitu-Ghazi, the City-Tree, etc.

Sorry, started writing this I need to follow up later, hope this gives a brief intro!

linkzero on Elenda, the First Vampire

1 month ago

shwanerz88 thanks for the feedback!

Luminous Broodmoth - it’s actually a very good card, as you mentioned, essentially allows you to use each of Elenda’s tokens twice as sac fodder. I would use it more as a combo piece rather than defensively for flying blockers hahaha I’ve left it out because it doesn’t fit with my overall theme / flavour. I might add it to my cards to consider section though. Thanks!

Solemnity - locks out more cards than it helps like you mentioned. Directly hampers Elenda. If anything you’ve just given me another weakness to consider!

Westvale Abbey  Flip - yeah not a bad back up if my other win conditions aren’t playing out, tied to a land slot makes it a pretty easy include. I’ll definitely have to see if I can slot in a copy. :)

shwanerz88 on Elenda, the First Vampire

1 month ago

Nice Updates! Also You don't have a whole lot of flying creatures not to mention Elenda herself doesn't have flying. This makes me think that Luminous Broodmoth might be a good inclusion in this deck to give you some additional death triggers. If you wanted to you could add in Solemnity for an infinite loop with some sort of sac outlet, however it does kinda go against a good portion of your deck.
Westvale Abbey  Flip if you have a land spot can steal away games in a good token deck. I love dropping that in my Prossh deck and instantly flipping it.

dichia on Orzhov Spirits

1 month ago

Naksu, your deck is very similar, if not the same, to what I was trying to do and I got a lot of hints out of it. I'm probably going to run one Westvale Abbey  Flip and Ghost Quarter which are also good for the theme (really important to me). I upvoted it btw. Since you have surely more experience with this kind of deck, I've got a couple of questions:

do you think Doomed Traveler is worth it? I find that it's very easy to play around him. Probably it's better to change it for a 1-cost removal like Path to Exile or Inquisition of Kozilek/Thoughtseize rather than another 1-cost spirit creature. The only one I like is Kami of False Hope cause it can proc Promise of Bunrei at any time.

What do you think of Midnight Haunting and Kaya's Guile? The first could be good to build an heavy Devouring Greed and the second is really versatile.

Last question: I see you use Bontu's Last Reckoning with Selfless Spirit, but since it keeps your lands tapped, couldn't it stop you from playing a maybe topdeck Devouring Greed? Isn't it better to play a 4-cost boardwipe spell?

Anyway, thanks for the interest and for the help.

TypicalTimmy on What cards deserve to be ...

1 month ago

I firmly believe that there are cards that absolutely should be banned, if they directly cause a player to be unable to play by virtue of it alone. For example, Iona, Shield of Emeria is justly and rightfully banned as, if you sit down at a table with a mono-green player and you choose green, you've now told that player to go eat a big salty bag of poo. Nobody wants to eat salty poo. Get out of here with that nonsense.

Other cards, such as Griselbrand, I think should be unbanned. Look, you have 40 life. If you want to spend 7 of it on card advantage... hey by all means go right ahead. I can spend 7 life on Necropotence and get just as many. Grissly is easier to remove. Yes, sure I know he has lifelink... but also consider that if you are cocky enough to run him as your Commander, you're looking at 8 mana to bring out, and 10 once he is killed. That is some serious raw dedication and, again, the ire of the table will course-correct for this. Again, I can spend all of my life on Vilis, Broker of Blood for card advantage. Hell, I personally think Vilis is even WORSE. Lands such as Prismatic Vista and Verdant Catacombs now do the following:

  • You played a land for the turn, keeping you on curve
  • You tutored a card from your library, shifting the odds and percentages in your favor as you now have fewer "duds" to draw into
  • You just drew a card... for sac'ing a land to tutor the Swamp

Okay sure, 1 card is whatever. Until you build a deck that runs...

There is also Westvale Abbey  Flip but this doesn't produce mana or tutor lands, however it does put bodies on the field.

Not to mention 3x cards just because you lost a flip to Mana Crypt.

In my opinion, Vilis, Broker of Blood is far more broken than Griselbrand. However, neither of these are oppressive.

Iona, Shield of Emeria unquestionably is, because you're not going to look around the table and go "Hmm... nobody is playing red... I guess I'll pick that color.", no you will look around the table and go "Well, two opponents are using blue... BLUE!"

slashdotdash on 5 color no theme deck

2 months ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

orpheum on Rain of Scales - Xyris

3 months ago

Your list looks great! Shares a lot of synergy with my own Xyris deck, which I've been testing on Cockatrice.

Firstly, I'd like to suggest a card for your +1/+1 counter subtheme that has performed well for me:

Bloodspore Thrinax will strike terror in the hearts of your enemies, as you can sacrifice a few sneks when it comes into play to make all of your future sneks even more frightening. It also buffs Xyris, if he happens to come into play at any point afterward!

Also, I'm afraid Westvale Abbey  Flip has a black color indicator, so it can't be used in a Temur deck. It's a shame. :(

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