Castle Ardenvale

Castle Ardenvale


Castle Ardenvale enters the battlefield tapped unless you control a Plains.

: Gain .

, : Create a 1/1 white Human creature token.

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Set Rarity
Throne of Eldraine (ELD) Rare

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Format Legality
Pre-release Legal
Tiny Leaders Legal
Frontier Legal
Vintage Legal
Pioneer Legal
Commander / EDH Legal
1v1 Commander Legal
Magic Duels Legal
Brawl Legal
Block Constructed Legal
Standard Legal
Historic Legal
Arena Legal
Canadian Highlander Legal
Leviathan Legal
Duel Commander Legal
Unformat Legal
Modern Legal
Highlander Legal
Legacy Legal
Casual Legal
Oathbreaker Legal

Castle Ardenvale Discussion

irmsilver on Heliod's Sun Gun

1 week ago

Arch of Orazca is just a mana sink like Castle Ardenvale and a utility land like Reliquary Tower. There's literally no downside to run it unless you'd rather play a Plains I guess, but that's up to you.

Also, if you like Hero of Bladehold, then you'll love Leonin Warleader, who makes tokens with lifelink.

TriusMalarky on Aeviternal Bloodshed

3 weeks ago

Don't forget

Shefet Dunes

Castle Ardenvale

Field of Ruin

They're mostly Plains but with small upsides. Run some number of each, maybe only one Field 'cos Field taps for .

TriusMalarky on Aeviternal Bloodshed

3 weeks ago

As I see from your forum post, you've realized that Angels needs ramp, and badly.

I'm going to go over a couple card suggestions, and then I'll cover what I think the deck needs to become solid.

First, lands -- you're mono white. You can run some fancy lands.

Castle Ardenvale is absurd here. It's literally a Plains but better. Run the playset, unless you can't fit it into the budget.

Field of Ruin -- 1-2 copies. You choose. You will need some, just because lots of players are running Castles, and it helps against them.

Angel of Vitality. You need smaller angels, and this thing fits the bill perfectly. It does everything you want. I'd probably cut Oketra's Monument and Queen's Commission for a playset of these.

Now, to make this deck good, you want it focused. That means two things -- you want every card to work towards one goal, and you want a really good curve. You've got a solid start here, but you need some changes.

First, you should almost always be running 6-8 turn one plays, and removal doesn't count. Not that you have Path in Pioneer, though. You really only run 3, and Chaplain's Blessing sucks. You should run the playset of Fountain of Renewal and a playset of Prism Ring. Both of those will help stack lifegain. Lose the Blessings, they're too weak.

You should run the playset of Revitalize. Also, Renewed Faith. I like Bishop of Wings here, it'll trigger a lot of lifegain. get the 4th.

If you add 4 Angel of Vitality, and fix your curve, this would be a legitimately scary deck to face up against. Not necessarily tier 1, but it'll be a significant threat.

Stardragon on Card creation challenge

4 weeks ago

Esper Charm


Choose one

-Counter target non-creature spell

-Target player loses 3 life you gain 3 life

-Target creature gains protection from instants till the end of the turn

"This etherium trinket is gives only to those of the higher order"

make a Charm for either Castle Ardenvale cost , Castle Vantress cost , Castle Embereth cost or Castle Garenbrig cost

Alledzebu on Trynn & Silvar, Dangerous Bonds.

1 month ago

Foremost, I would first like to commend you for the solid effort attempt at optimizing this deck, you got some very interesting win conditions that I personally enjoy.

Now, with that said, I would like to point certain means by which I believe we can improve this deck even further:

1)The deck has few responses, if I may recommend the following: -Mana Tithe -Rebuff the Wicked -Pyroblast -Silence = this one is a "must" imo. -Angel's Grace -Red Elemental Blast -Ranger-Captain of Eos = also a tutor.

2)We can add more control, because the high cmc of the commanders makes you slow, since such is the case, why not slowing our opponents instead? -Authority of the Consuls -Blind Obedience -Deafening Silence -Terminate

3)Mess with their hands: -Duress -Thoughtseize -Inquisition of Kozilek

4)tutors to consider: -Imperial Recruiter he is human -Recruiter of the Guard human too -insert famous black tutors like diabolic intent etc...

5)burst ramp to consider: this cards for a cost can produce tons of mana in one turn... -Culling the Weak -Dark Ritual -Treasonous Ogre

6) key cards that can search thru all your deck your win condition: just be sure to have at least one piece of the combo in hand already and enough life to pay... -Plunge into Darkness -Tainted Pact -Demonic Consultation -ad nauseum this are insanely powerful cards...

7) Karmic Guide instead of Sun Titan she is less expensive mana-wise, and same eff almost...

8) there are a few better and unilateral land destruction effects out there like: Boil Boiling Seas

9) now that this new additions have vastly reduced the overall CMC of the deck, you can now have the luxury of cutting lands proportionate to reduction of cmc average :) depending how much cheaper your deck is, the less lands u can put in it... you could go all the way down to 34 lands, now am concerned with the quality of land base, so let me suggest a handful to you: -Forbidden Orchard -all 3 shock lands -all 3 pain lands -City of Brass -Luxury Suite -Ancient Tomb -Tarnished Citadel -Phyrexian Tower -Graven Cairns -Castle Ardenvale

10) add Kiki-Jiki, Mirror Breaker he can create infinite copies with bell ringer and he can also create an infinite combo with silvar and fiend hunter...

-you need silvar and fiend hunter (with any card banished by his eff it doesn't matter here)...

-then summon kiki jiki, create copy of fiend hunter...

-new copy of fiend hunter banishes kiki giki...

-sacrifice the copy fiend hunter to silvar...

-kiki giki return untapped...

-create a new copy of fiend hunter...

-banish kiki giki again...

-rinse and repeat...

DanMcSharp on Jeskai Mutate

1 month ago

Maybe I'm missing something, but you seem to be counting on Chandra, Acolyte of Flame to provide mutate targets? Pretty sure the mutated creature would just die at the end of turn anyway since they are not really "new" creatures. Maybe I'm wrong though, did you test it?

However Callous Dismissal should provide a good target, the extra counter is nice.

If you ran Fires of Invention you could consider adding Castle Ardenvale for easy mutate targets too.

triproberts12 on Trynn & Silvar, Dangerous Bonds.

1 month ago

Oh, also, I think shoring up the manabase should be a priority. I happen to be fairly familiar with building 3-color wedges on a budget, though, since I've had a dollar Shu Yun, the Silent Tempest deck for a while. With 11 basic Plains, Clifftop Retreat and Isolated Chapel are both $3 dual lands that you can really take advantage of with a basic-heavy manabase. Castle Ardenvale isn't exactly a free-roll, but if you keep your Plains count high, it makes humans and is likely to be an untapped colored source. Temple of the False God is an awful card for a 3-color deck playing so few lands. You need to get to 4 lands to play it and it makes colorless mana, meaning you're effectively playing a 34-land deck. I'd get rid of that and two spells, then add in Clifftop Retreat and Isolated Chapel at the very least. There's other budget lands like Foreboding Ruins, Tainted Field and Tainted Peak, but your color distribution doesn't seem built for them.

philosopher on Mono White

1 month ago

Hey Haysnow,

With the use of 4 CMC cards like Gideon, Ally of Zendikar and 5 CMC cards like God-Eternal Oketra, 19 plains may be not enough land, so, if you find that through play testing that this is the case, I recommend removing some of your Legion's Landing  Flips and put in some Castle Ardenvales instead because it creates a 1/1 for 1 extra mana than Legion's Landing  Flip and it provides the extra mana needed to play your Gideon, Ally of Zendikars and God-Eternal Oketras.

Or, if you want to keep your aggro theme going, I recommend removing all your Legion's Landing  Flips and replacing them with Knight of the White Orchids because, the cool thing with the knights is that, if you go second, on your third turn you can play the knight get a plains and you can play your land for turn and, thus, having four plains on the battlefield. You could follow that up on your fourth turn with another plains, which would get out your God-Eternal Oketra out on turn four, which I think would be amazing.

I hope this helps,


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