Front:Hanweir Militia Captain Flip
|Commander / EDH||Legal|
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|Shadows over Innistrad (SOI)||Rare|
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Westvale Cult Leader
Creature — Human Cleric
Westvale Cult Leader's power and toughness are each equal to the number of creatures you control.
At the beginning of you end step, put a 1/1 white and black human cleric creature onto the battlefield
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Westvale Cult Leader Discussion
2 weeks ago
4 weeks ago
I would have gone with a few Heroic Intervention main-board to protect your swarm of tokens for at least 1 turn at a critical stage in the game. With the amount of in-built mana ramp that you have, these could even replace a few lands.
1 month ago
Cool deck. Definitely think you could at least go down 2 swamps and up 2 plains if you don't want any other duals, but aside from those, you could certainly run some creature lands like Shambling Vent since it's a dual in the right colors with lifelink or Mutavault for cleric tribal (for sac-ing I guess). Those could be could for edging in the extra damage you need to finish your opponent off (extra damage output and they buff Westvale Cult Leader Flip. All in all though, aside from the creature lands and maybe even above them, you should rework your B/W proportions in your mana base. You have more available black mana than you do white, but more sinks that need white than black.
4 months ago
On the humans theme, possible playablesInclude Gallows at Willow Hill, Hanweir Garrison, Sigarda, Heron's Grace, Westvale Abbey Flip, Westvale Cult Leader Flip. I'm not sure these are worthwhile, but it looks like you have a lot of buffs that would benefit token?
Merieke is cool, but without a way to blink or untap her, will you get mileage out of her?
6 months ago
7 months ago
I'll Consider Larger Than Life but usually I just use the fabricate to buff Cultivator of Blades In addition to Collective Effort. However since Larger Than Life will also benefit Westvale Cult Leader Flip and Ovalchase Dragster immensely ill add it to the sideboard and do some tests with it.
Thanks for the suggestion and upvote :D
8 months ago
I have been playtesting Fatal Push, and it has been an amazing removal spell. It hits more things than you would expect. Here is a list of things that Grasp of Darkness can't kill, but Fatal Push can:
A crewed or Siege Modificationed Consulate Dreadnought, Awoken Horror Flip, a big Sylvan Advocate, a huge Endless One, a huge Walking Ballista, a big Westvale Cult Leader Flip, Lupine Prototype, a Oviya Pashiri, Sage Lifecrafter token that is large, and even a Thalia's Lieutenant that is a 5/5 or bigger.
This doesn't even include the number of things it can kill when your Evolving Wilds is sacrificed, or when another permanent you control dies for some reason...
Not only all of this, but can be challenging to get really early in the game, when we would want to be casting Fatal Push.