Castle Ardenvale

Castle Ardenvale

Land

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

: Gain .

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

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Printings View all

Set Rarity
Throne of Eldraine (ELD) Rare

Combos Browse all

Tokens

Legality

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

Latest Decks as Commander

Castle Ardenvale Discussion

DragonSliver9001 on Fixing White in EDH

6 hours ago

TriusMalarky: you literally said "single-handedly". i'm not a noob, but Castle Ardenvale is bad. it just is. being repeatable does not make a 5 mana 1/1 good. if thats the best you can do with your mana, you've already lost. no offense dude, but it did not win you games in modern. using a card in a game you end up winning is not the same as using the card "to" win the game. you won those games due to your other cards, if at all.

TriusMalarky on Fixing White in EDH

9 hours ago

DragonSliver9001 I must have mistyped, I meant to add

in the right situations.

For instance, if you have a white weenie deck, and have a board of ~6 power, your opponent is already low. Less than ten. Now, if they've stabilized, you can't really attack. And you got slightly flooded. Well, now you're able to use Castle Ardenvale every turn to keep the game going and prevent it from getting out of reach. Are the tokens going to do the killing? They might help a bit, but mostly no. But are they making sure your board never gets too small even if you topdeck badly? Oh yes.

It's great in or against control. If the opponent doesn't have evasion or trample on their creatures, Castle makes a chump blocker each turn and can literally act as a repeatable Time Warp. Against control, your whole goal is to always have a creature that can get through to deal damage. Castle helps there, too, even if you topdeck badly. Or if you do topdeck well, sometimes it's correct to use Castle.

I've won entire matches off of Ardenvale's back. And not against bad decks either -- it helped leaps and bounds against a competitive Hardened Scales deck in Pioneer when the format was still new. (I didn't win that match, but it was close)

EleshNornsFs enpc personally, the problem is Wizards STOPPED printing the high quality stax and lock and punishment effects. We've got some in Modern... but Pioneer and Standard lose out hard. I mean, it's trivial to build a white weenie deck that wins on turn 4/5 while most of it's threats can eviscerate entire archetype's strategies. Spirit of the Labyrinth? Yep, the hurts Uro and Control in general, and anything with blue. And it's a 2-mana 3/1 that can pile on the hurt. Leonin Arbiter, Ethersworn Canonist, Dryad Militant, and that's not even going into blue or green splashes for Meddling Mage, Unsettled Mariner, Gaddock Teeg and more. But Standard and Pioneer only get the newer, weirder ones that hit planeswalkers specifically, or hate on Escape/commanders, or one or two others that are okayish but not super relevant to the metas.

DragonSliver9001 on Fixing White in EDH

19 hours ago

TriusMalarky: if Castle Ardenvale is "single handedly winning the game", then clearly neither persons deck is working as intended. i would also argue the card is not card advantage.

SynergyBuild on Fixing White in EDH

21 hours ago

enpc And with newer colorless card draw becoming much better, modern playable Mazemind Tome, EDH specific Endless Atlas, and older Sensei's Divining Top/Scroll Rack always being powerful options!

Things that synergize with white's effects like counters with Mindless Automaton, lifegain with Well of Lost Dreams, and tokens or small dudes with Skullclamp, that or Sword of Fire and Ice for equipment strategies, Smuggler's Copter and Bonders' Enclave for other strategies.

And in white, after looking it up for Omniscience_is_life, here is my new, semi-educated package:

Land Tax, Mangara, the Diplomat, Alms Collector, Weathered Wayfarer, Mesa Enchantress, Kor Spiritdancer, Sram, Senior Edificer, Stonehewer Giant, Dawn of Hope, Puresteel Paladin, Mentor of the Meek, Bygone Bishop, Luminarch Ascension, Emeria, The Sky Ruin, Sun Titan, Sevinne's Reclamation, Ranger of Eos, and Castle Ardenvale

Not to mention tutors being Weathered Wayfarer/Ranger of Eos being tutors, alongside Steelshaper's Gift, Open the Armory, Recruiter of the Guard, Ranger-Captain of Eos, Academy Rector, Arena Rector, Call the Gatewatch, Idyllic Tutor, Enlightened Tutor, Heliod's Pilgrim, Quest for the Holy Relic, Three Dreams, Boonweaver Giant, Auratouched Mage, Djeru, With Eyes Open, Taj-Nar Swordsmith, Thalia's Lancers, Totem-Guide Hartebeest, Relic Seeker, Priest of the Wakening Sun, Forerunner of the Legion, Ignite the Beacon, Plea for Guidance, Kithkin Harbinger, etc.

Oh, and there is more, just look!

TriusMalarky on Fixing White in EDH

22 hours ago

I think a few of those cards would be nice. Better make 'em 1/2s tho.

Personally, white is good at over time weird card advantage. What I'd like to see is more Castle Ardenvale but scaled for EDH power levels. It's a card advantage ENGINE on a land. It can singlehandedly win a game if you run out of gas by making sure your worst possible turn is an instant speed 1/1, which is so much better than nothing.

Maybe an enchantment that has repeatable for a 2/2 would scale a lot better in EDH. or just Luminarch Ascension ;)

Destroyerbirb on Dragonstorm (Transformers)

1 week ago

Minousmancer the suggestions I gave earlier are standard rotation survivable, but here are some other suggestions.

Castle Ardenvale for making tokens. A little slow, but doesn't take up a spell slot.

Improbable Alliance is an ok card. If you have lots of card draw, you get lots of tokens.

The Birth of Meletis is too good to pass up.

Stolen by the Fae is an option.

Basri Ket is one to think about.

mjgilbert26 The token producers you recommended are ok, but are a bit too high mana. You want to be able to cast Transmogrify on turn four. Also, creatures that create tokens are unusable, as the only creature in the deck should be Terror of the Peaks so you have a 100% chance of hitting it.

Gurkins on Blink of an Eye (Ephara, God of the Polis)

2 weeks ago

Points for running drake. It's probably my favourite, but it gets awkward with no creature tutoring (Roon of the Hidden Realm has green, but that's beside the point).

Palinchron is super solid and almost always better than Peregrine Drake. Also oopses into infinite mana with Panharmonicon.

X-spells like Blue Sun's Zenith, Sphinx's Revelation and Walking Ballista are great payoffs for your unlimited mana.

Also, Castle Ardenvale has a nonexistant opportunity cost to run.

SynergyBuild on POLL - Top 10 budget …

1 month ago

Yeah honestly I just went over some of the major categories. There are tons more individual utility lands. All the manlands are mentionable, as well as cards like Nephalia Drownyard, Castle Ardenvale, Gavony Township, etc.

Tbh, been looking to make an all-in value lands deck with combos like Inventors' Fair for Expedition Map for Academy Ruins for Map to find all the other utility lands, or Inventors' Fair for Crucible of Worlds to fetch more artifacts that combo with the utility lands. I mean Blast Zone with Crucible of Worlds is beast, and Suns_Champion's amazing mention of Scavenger Grounds would work great into the pile!

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