Monastery Siege

Enchantment

As Monaster Siege enters the battlefield, choose Khans or Dragons.

  • Khans — At the beginning of your draw step, draw an additional card, then discard a card.
  • Dragons — Spells your opponents cast that target you or a permanent you control cost more to cast.

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Monastery Siege Discussion

cornpie987387 on Developing competitive: toying with sanity

20 hours ago

Instead of using Spreading Seas for card draw and enchantment affinity, change them out for Monastery Siege. It doubles as enchantment protection if you already have a Fraying Sanity on the board. Also, if you want to further your enchantment affinity, change out Path to Exile for Journey to Nowhere.

cornpie987387 on Removal to make CREATURES!!

22 hours ago

Thank you! The description is still undergoing some work and it requires some tweaks in some places. I agree that I should pop Aegis of the Gods in there, I actually have it in a enchantment creature commander deck and was considering it for a while. Ivory Mask, itself was actually traded out for Leyline of Sanctity. Rest in Peace is great, but the problem is that I use Monastery Siege khan's into a Open the Vaults for a win condition. So exiling cards from the graveyard kind of hurts that. If there is a way to stop cards in the opponent's graveyard, I would consider that.

Austin_Smith_of_Cards on Illusions in need

1 week ago

A playset of Phantasmal Bear can really get the extra push you need in the early game to stay aggressive. Illusory Angel is also really aggressive, and has evasion.

I would add a couple copies of Monastery Siege for the Dragons mode, to negate the primary downside of Illusions.

Lastly, I would include a playset of Vapor Snag for some effective monoblue removal that also causes incidental life loss.

mookman288 on Congress

2 weeks ago

Your Diplomatic Immunity + Azors elecutors synergy got me thinking. What if you went with a more enchantment based setup? So literally NOTHING ever happens?

Get rid of Crawlspace, Solitary Confinement (more Ivory Mask,) Wall of Denial, Grand Arbiter Augustin IV (replace him with faster land,) and Gwafa Hazid, Profiteer and implement Sphere of Safety, more Propaganda, Oblivion Ring, Karmic Justice, Monastery Siege and the like?

I'll branch this copy and show you what I mean.

Mark1408 on "And Just Like That... They Were Gone"

2 weeks ago

Monastery Siege is good but I find it a little slow and Ice Cage is not very useful, I would put 4x Robe of Mirrors, to give a quick protection to Lord of the Unreal

TheNamelessG8T0R on The Ur-Dragon EDH

3 weeks ago

The deck looks pretty good! Here are the cuts I would make to bring it down to 100 cards:

Monastery Siege: This card provides less card advantage than we'd like. The tax on targeting is redundant with the Asceticism and the Scalelord Reckoner in the deck.

Nihil Spellbomb: This can be brought back in if you are facing a lot of graveyard-based decks, but it can be cut for a first draft. You already have 5 other single-target removal spells, which should be sufficient anyway. If you want to bring it back in, cut another single-target removal spell.

I would also replace Armillary Sphere with another land. The sphere does not provide true mana ramp, and another land would help greatly in ensuring that you hit your land drops on time.

Other cards/upgrades I would consider include:

Swan Song, Heroic Intervention, Teferi's Protection: These can protect you against board clears, which can be devastating.

Patriarch's Bidding: Insanely strong in a deck where everything is expensive.

Dromoka, the Eternal: Bolster can get out of hand very quickly.

Hellkite Tyrant: Almost everyone uses artifacts in EDH, so this will almost always have something good to steal.

Karrthus, Tyrant of Jund,Dragonlord Kolaghan: More haste.

Lifecrafter's Bestiary: Very powerful and underrated card draw enabler. The scry alone is decent.

Maelstrom Wanderer: Not a dragon, but INCREDIBLY powerful in this deck, the haste is amazing, and cascading into 2 dragons is a real possibility. If you have Ur-dragon out, you'll be in a very strong position to win.

Skyshroud Claim,Nature's Lore: If you upgrade the mana base to include some lands with basic land types (shocks, BFZ lands, Amonkhet cyclers), then these become very powerful and efficient ramp cards.

Merciless Eviction,Decree of Pain,Toxic Deluge: Good board wipes.

Dragon Arch,Cryptic Gateway,Belbe's Portal: more ways to cheat dragons onto the battlefield.

Sarkhan the Mad: His -2 ability can usually take out a player.

Balefire Dragon: Acts as a mini board wipe.

City of Brass, Reflecting Pool: Good lands that can tap for any color.

Rabid_Wombat on Draconian Swarm (Ur-Dragon Tribal)

1 month ago

I'd look at ditching either Monastery Siege, Frontier Siege or Wild Pair for Mr.Kilnmouth :)

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