Castle Locthwain

Castle Locthwain

Land

Castle Locthwain enters the battlefield tapped unless you control a Swamp.

: Gain .

, : Draw a card, then you lose life equal to the number of cards in your hand.

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Have (1) Azdranax
Want (1) Tishana

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Legality

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

Castle Locthwain occurrence in decks from the last year

Latest Decks as Commander

Castle Locthwain Discussion

Kazierts on Monoblack Infect [Competitive/Primer]

2 days ago

Apollo_Paladin, I appreciate the suggestions, though there are a few problems with them.

  • Unstable Frontier is, honestly, nothing more than a meme. Yes, it makes the third mode of Funeral Charm better, but just that. The last mode is nothing more than an added bonus. Giving swampwalk is just a cute trick that can help close a game. If I wanted to go down this route, I'd just run more copies of Urborg, Tomb of Yawgmoth .

  • Witch's Vengeance can be kinda useful. Still, it's a bit too situation. If I were to swap my boardwipes, I'd just run Damnation , as it's more effective. The ability to leave my creatures intact is a decent upside, I just don't know if I'd rather have a boardwipe, in the sideboard, that's good against any board or that's good against some decks.

  • Inscription of Ruin is completely off the table. While it's technically correct to say all of its modes are useful, at 3 CMC they aren't good enough. Making an opponent discard two cards of their choice for three mana isn't good, hence why something like Mind Rot has basically never seen play and Hymn to Tourach is an insanely powerful card. The Unearth "effect" also isn't good. It does seem nice to reanimate some of the cheap creatures but this list has only eight targets that cost two mana. Honestly, I don't want to spend three mana for a two mana creature. The last mode is just a worse Fatal Push or Bloodchief's Thirst . On the other hand, Collective Brutality gives me knowledge about my opponent's hand while also allowing me to pick the card, which could, and probably will, be a removal spell, thus being better than an effect similar to Unearth . It's decent removal that bypasses indestructibility and regeneration. And last, but not least, the drain mode can actually help against burn/aggro matchups and minimises the the lifeloss from Castle Locthwain and Thoughtseize . The cherry on top of all of that is I don't need to pay extra mana for extra modes, which is great considering this deck caps out at four mana.

  • Call of the Death-Dweller is basically in the same spot as the Inscription, so I'll just talk about what's unique to it. Giving menace and deathtouch isn't really worth the cost. I could just run another equipment that gives something similar.

  • There are quite a few reasons why Fatal Push is better than Bloodchief's Thirst . Chief among those is the fact it's an instant. Aside from Thoughtseize and the singleton Raven's Crime , the deck has no true turn one play. Funeral Charm is something that can be played turn one but isn't really wanted. Fatal Push allows for a better use of my mana on the first turn, whereas the Thirst forces me to wait until turn two unless I'm on the draw. That being said, I'm actually considering swapping one copy of Yahenni's Expertise for one Thirst.

Sorry I took so long to reply and my reply seems like I shitting over your suggestions. I do appreciate the time and effort you took to comment.

Ash3n on MBD [Modern]

3 days ago

Thanks for the comment blakesmach1, I will consider Witch's Cottage . I played MBD in modern years ago and had a good time. Now with 4x Castle Locthwain I think that the deck is set up much better for success than it was back then. We’ll see how testing goes.

Mordamen on The Only Thing We Have to Fear... Tergrid EDH

2 weeks ago

Also, Withering Boon seems like a good card here in order to stop others from playing a game ending creature or other threat. I think you should also add Torpor Orb or Trinisphere to slow down the rest of the table as well.

Lastly, regarding lands - here are a few more ideas on what you might add:

However, I definitely do agree with Profet93 and I think Thespian Stage or Blast Zone can be useful.

DanMcSharp on Death by Mill 2021

2 weeks ago

Interesting take on the mill plan.

I'm glad to see Sphinx Mindbreaker used here, and mixing it with Obsessive Stitcher and Malakir Rebirth  Flip seems promising. I do feel like running 4 Sphinx Mindbreaker seems like a lot though since Obsessive Stitcher is your only reliable way to cheat it into play. Using a 6 mana Ashiok, Sculptor of Fears (that's pretty bad otherwise) that might still be there to play it from the graveyard on the next turn doesn't seem like the greatest idea. I think 3 would be more reasonable.

I like the inclusion of Ghostly Pilferer since it should line-up nicely against all the foretell cards in the meta, but I feel like Vantress Gargoyle would serve you better in the main board both for staying alive, your mill plan, or winning with damage.

You are running very few lands at 21 for a deck that means that runs a bunch of high CMC cards that also wants to keep up mana for instants and creature abilities. Personally I would remove the 2 Ashiok, Sculptor of Fears and add 2 lands, probably a Castle Vantress and a Castle Locthwain .

Drown in the Loch is an amazing card in here, but it being your only counterspell and your only removal, it will have a lot of heavy lifting to do. A few Saw It Coming or Heartless Act could go a long way. You could probably cut a few Relic Golem or Ghostly Pilferer since you won't get much value out of too many creatures out at the same time with abilities you need to pay for anyway.

Hopefully these are useful, cheers!

Azeworai on Lurid Revival

2 weeks ago

X-Factor11105

For me, Sulfurous Mire was a simple upgrade to Lavaclaw Reaches , for I had never activated the creature mode. The land types synergize with Anger , Castle Locthwain , and Foreboding Ruins , whilst covering for the fact that I had just cut a Mountain for Blightstep Pathway  Flip.

Typically, I am quite averse to tap lands, but I am yet to have an issue with it in this deck, thus no qualms are had.

Unless the strategy cares for the snow supertype, Canyon Slough is just better.

Azeworai on Lurid Revival

1 month ago

X-Factor11105 - Alright, round two.

So, Hagra Mauling  Flip has been a fantastic card. 'Tis an inefficient kill spell, but it acts as a land if it must. The instant speed makes it hit the only mark I have required in a removal slot, yet, being in a deck with a sparsity of lands, it suffices upon another front. I have been adding it to a lot of my black decks, just for the powerful and relevant utility.

Outpost Siege is a fantastic card that I run in a fair few decks, as it allows me an additional card each turn. Sometimes, it exiles a spell I cannot cast or a card that is inopportune for the time, but it primarily exists for me to hit land drops and have some sort of card advantage. I could run the newly-printed Valakut Exploration, which would put cards in the graveyard, but the Siege exists to find me lands, and Valakut Exploration requires lands to draw cards, thus I can no longer play a mana source for the turn. Overall, it is always fine and almost always gives me something I can play.

Upon the card draw lands, these purely exist for the moments in which I have nothing better to do with my mana, or if I have a sparse number of cards in hand. Being in Rakdos colours and being a player who loves drawing cards leaves me desirousof always have an answer or way of advancing my board. I am a player who likes something to always be happening, and these allow for an effectual use of my mana. Castle Locthwain is the first to go in the wake of better land options (looking at you, Blightstep Pathway  Flip), but I would recommend these for any deck that can suffer having a colourless land in the mana base.

Well, the Ox of Agonas has been severely average. The most typical course of action is it being discarded early in the game, whereupon it moulders in the graveyard until I have two lands in hand. It is fine card advantage when I need it, but can always be pitched with one of my rummaging effects. I must reiterate this point, rummaging allows me to put whatever I need in the bin whilst filtering through my library. The Ox has been perfectly fine, as I just exile all noncreature cards, but is probably better in a deck more centric to self-mill. I like it for the option is provides, more than anything. As for Anje's Ravager, I have tested with it. This deck tends to have five or six cards in hand most of the time, much due to my playstyle, so an aggressive creature that pitches my hand each turn is not exactly optimal. I prefer it in Canadian Highlander.

Ah, you see, I test around 600 cards whenever I build a deck, Azra Oddsmaker being amongst them. I discard a card, you see, target a creature, thereupon the creature dies to a Path. I am personally athwart to card disadvantage, and this card is overwhelmingly subject to it. The card draw only provided once I get a creature through combat, assuming a big idiot exists on the field or that it even survives the high chance of removal. By itself, a 3/3 gets outclassed incredibly quickly, and it cannot always provide advantage by itself. It requires additional support to be good, and Rummaging Goblin, however horrendous its stat line, always does its job. I played the card in a Canadian Highlander aggro list, and it was severely lacking, thus my opinion of it has carried to commander.

Another long comment, but I do hope this sates your queries.

Good day to you.

X-Factor11105 on Lurid Revival

1 month ago

Thanks for the responses! A few more questions / discussion items :)

  • Hagra Mauling  Flip: How has this played for you? As a super-conditional Murder and a tap-land I haven't felt compelled to include it.

  • Have you experienced a lot of "nonbo" moments with Outpost Siege and your large quantity of Dragons? I love the idea of finding card advantage in red and am wary of putting answers in exile, especially when we can't get them back.

  • In packing three "draw" lands of Bonders' Enclave, Castle Locthwain, and War Room, how have you felt about them? Have you ever playtested Mikokoro, Center of the Sea, or are you wanting to stay away from packing too many symmetrical effects?

  • PLEASE tell me Ox of Agonas has played well for you - I've loved this card ever since it came out in TBD, though I've never quite been comfortable including it in my build. Do you play it over Anje's Ravager because you have a bit more control over when its effect takes place?

  • How can I convince you to include Azra Oddsmaker in your build? It's performing incredibly well and you could swap it in for a slow rummaging creature - Rummaging Goblin has the worst stats of all of the dedicated rummaging creatures in your deck.

X-Factor11105 on I Am Fire, I Am Death

1 month ago

Thanks for the responses Fuzzlewuzzle A few more questions for ya:

  • Do we think Pyre of Heroes is going to be too slow? Or is it worth an include here? In my build I'd consider it over Hazoret's Monument, though there's pros and cons to both.

  • How have you found the draw lands you run to perform? I'm considering War Room and maybe Castle Locthwain,though I think I'm out on Bonders' Enclave. The rates are just not great, but having extra opportunities to draw feels so so needed.

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