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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|Commander / EDH||Legal|
Latest Decks as Commander
Westvale Cult Leader Discussion
1 year ago
Damage remains marked on a creature until the clean-up step (after the end step). The SBA that destroys creatures for having damage marked on them equal to or greater than their toughness will see that Westvale Cult Leader is a 2/2 with 2 damage marked on it and will destroy it.
1 year ago
so i had a 9/9 Westvale Cult Leader that took two damage in an attack. all but two creatures died ( Westvale Cult Leader and one other stay alive) bringing the cult leader's toughness down to two. Does Westvale Cult Leader die after it's base toughness is lowered post damage?
2 years ago
Thanks for the suggestions moldycrow83 . Bitterblossom is not in my budget range and shares a dowside with the Westvale Cult Leader: It only generates one token per turn which is too slow. Ophiomancer and Skirsdag High Priest are already included because they provide excellent defense.
Let's get back to your deck and see if we can find some nice inclusions for it.
2 years ago
Hmmm, going a pure aristocrats route could work. I like having the consistent token generators for things like that, such as:
If you have a decent lifegain engine going, than something like Carnival of Souls could work really well for ramp, but depends when you're getting tokens. Black Market also helps with mana, but 5cmc isn't easy to get out early to pick up those counters.
Decent cards that work on death triggers: Dark Prophecy and Smothering Abomination trigger even if a token dies and can provide some great card draw. Jar of Eyeballs is a strange little card. It lets you not only tutor, but arrange your deck. Proper Burial provides life gain and triggers even on a token's death. Requiem Angel is another high cmc card, but it can really net you a lot of tokens.
2 years ago
Firstly, I like the list. I love building tribal decks, but I've never done Humans before - so good on ya!
Secondly, here's context from me: I was introduced to magic thru EDH, and slowly (thru going to FNMs and then PPTQs and then GPs and SCG events) got into the cEDH scene, until that wasn't even enough to satisfy my competitive hunger. Now I grind low level events to try and get my game up and become pro. So I will be making cuts based on "Can you win with this card," not "Let's all have fun." (WHICH IS A FINE WAY TO PLAY !! I just don't enjoy playing that way, but if that's how you want to play, go for it !)
Okay here's a list of 23 cards I would take out to make your deck legal, followed by the reasoning behind why I think you should take them out. I will start by saying Westvale Cult Leader Flip isn't a real card; it's the flip side of Hanweir Militia Captain, but it seems TO won't let you tag the Captain.
Mirari's Wake, True Conviction, Heirloom Blade, Swiftfoot Boots, and Sundering Growth: Also bad redundancy. The wake felt like a bad Zendikar Resurgent. Conviction felt like an Archetype of Courage that can't attack. Boots is a poor man's Lightning Greaves, and you def. do not need both. I'd rather have Descendants' Path than Heirloom Blade. Lastly, Sundering Growth is a worse version of Austere Command.
Bow of Nylea, Congregation at Dawn, Collective Effort, and Open the Armory: All these cards just seem like odd fits to me. It's not that they aren't good, but Congregation and Open specifically seem really narrow. Bow seems to care about things you don't care about, and same story with Collective Effort there. For those reasons, I'd take out these four.
Fumigate, Hour of Revelation, and Wrath of God: NOPE NOPE NOT EVEN ONCE. You have plenty of Oblivion Ring effects on your creatures, AND you have Path, AND you have Swords. You do not need sweepers, your opponents do.
Overwhelming Stampede, Avacyn's Pilgrim, Second Harvest, and Thalia's Lancers: These seem to not be needed. Bad redundancy in Overwhelming Stampede, but it's also a spell (as opposed to Beastmaster Ascension, which is a permanent), so it leaves you open to countermagic. Avacyn's Pilgrim seems meh when you have ramp spells. Lastly, Second Harvest and Thalia's Lancers seem narrow. I see you make tokens, which is what Anointed Procession is for, and Thalia's Lancers can get you legends, sure, but your legends are necessarily "silver bullets," if you will.
Herald of War, Selesnya Signet, and Cryptolith Rite: WOW These were hard cuts. I like Herald, but not as much as I like your other angels. The signet is okay I guess, but, considering you are a green deck, I'm not sure how much you need a target for your opponent's Nature's Claim. My last cut was Cryptolith Rite, and I'm not even sure that's correct. I had a hard time cutting your last card. I think the card is awesome, but couldn't find another spot for it, and I didn't want to cut a land (down to 34 lands) to make room, considering your top end is.. pretty top ended.
OKAY! I think that's it. I hope you at least consider these changes. Everyone plays different, so these are the cuts I would make based on how I play magic. Hope this helps !!
3 years ago
I'd run the deck closer to a soul sisters deck. Here is the decklist I'd run:
4x Soul Warden
Something like that, it would be cleric heavy soul sisters, but lifegain and tokens too.