Monastery Siege

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.

Latest Decks as Commander

Monastery Siege Discussion

multimedia on Monsters of the Depths

3 months ago

Hey, good start for a budget deck. I really like the deck name and well done for your choices of sea monsters.

You're right you need more ramp because most sea monsters have very high CMC. Sol Ring is a staple card for ramp in Commander. Thran Dynamo and Worn Powerstone are other good sources of colorless mana. Solemn Simulacrum is ramp for an Island. When playing mono blue you can take advantage of High Tide. Until end of the turn when you tap an Island, that land makes two blue mana.

The one, two, three and four drop spots in your deck should be dedicated to ramp or draw/dig because these cards help you to most to cast sea monsters. Low CMC sea monsters or other creatures are less wanted instead use these spots for ramp or draw/dig. Blue has many good budget cards that can dig into your library or draw cards: Impulse, Ponder, Brainstorm, Windfall, Drawn from Dreams. Budget Monastery Siege with Khans mode lets you draw two cards a turn. Sea-Dasher Octopus has a repeatable draw ability or mutate it with another creature you control.

Clever Impersonator and Mirrormade are good clones in Commander. Best of all they can copy an artifact, yours or an opponents, for more ramp. Counterspell and Negate are staple counterspells in Commander.


Cards to consider cutting:

  • Terramorphic Expanse
  • Kraken Hatchling
  • Willbender
  • Blight Sickle
  • Phantasmal Terrain
  • Convincing Mirage
  • Tidal Surge
  • Aquitect's Will
  • Trickery Charm
  • Wall of Frost
  • Clone
  • Counsel of the Soratami
  • Coax from the Blind Eternities
  • Spell Rupture
  • Prophetic Prism

Making an opponent control an Island is important for the late game, but I don't think you need to play so many cards that do this because these cards are not helping you in the early and mid game. Some cards that do this are fine such as Fountain and Spreading, but the other spots could be used for more impactful cards.

Good luck with your deck.

Loco-Motive on Faeries and Fireballs - Pioneer

4 months ago

Thanks for that feedback, Amoskeag -

Monastery Siege would be a great inclusion, I agree. And yeah, I can see that replacing Avaricious Dragon. The inclusion of Stormchaser Mage could be good, but really, that's what I'm using Sprite Dragon for and I really like him in my extensive playtesting due to him remaining big and not just relying on prowess. You'll see that I have cheap spells for draw-2, but I don't employ a lot of 1-mana spells that I can stack that would really put Stormchaser to work.

I'm going to find room for maybe two copies of the Siege. Thank you, very helpful.

Amoskeag on Faeries and Fireballs - Pioneer

4 months ago

Stormchaser Mage would be a nice addition to this list

Dictate of Kruphix might be a better play than Avaricious Dragon, Rielle, the Everwise is cool but if you lose that your turns are going to be short-handed, more consistent card advantage.

If you end up making is more cycle based, or maybe you really like the discard, Drake Haven could slot in nicely someone in the 75. In the same vein of Draw and Discard Monastery Siege is very versatile and can protect your board from the opponent!

Medomai's Prophecy, helps you gain card advantage for cheap.

If you're going to draw a lot, Psychic Corrosion in the sideboard is a good backup plan if necessary.

Cheers!
- Amoskeag

Hi_diddly_ho_neighbor on Insight into Budget Card Draw …

4 months ago

Hmm that is a pretty vague request. Card draw engines come in all shapes and sizes depending on your strategy. What type of deck are you trying to build? Regardless, here are some of my favorite general ones in each color:

Black: Greed, Arguel's Blood Fast  Flip, Underworld Connections

Green: Colossal Majesty, Lifecrafter's Bestiary, Rowen, Elemental Bond

Red: Vance's Blasting Cannons  Flip, Outpost Siege, Furious Rise

Blue: Monastery Siege, Kumena's Awakening, and many, many more

White: Hahahahaha...white doesn't draw cards. Mentor of the Meek and Dawn of Hope are about it

Colorless: Staff of Nin, Book of Rass, Conqueror's Galleon  Flip, Trading Post

Barbarian_Sun_Pope on Old school snakes

6 months ago

Nice deck (+1), I like the direct poison tactics here. Have you considered Basilisk Collar and Freed from the Real/Second Wind to go with the Viridian Longbow? If you're worried about protection, I would suggest Monastery Siege to make it much harder for your opponents to target your creatures (multiple copies stack =)). Hope this helps.

Optimator on Alela Fairy Swarm

7 months ago

You have a lot of enchantment-based removal, like Darksteel Mutation, et al. I like these effects a lot but they can be even better with recursion. Starfield of Nyx and Hanna, Ship's Navigator would be good choices if you're looking for more card advantage. As far as deck slots go they can usually be treated as "draw".

They're expensive, but some of the best card draw cards are Kindred Discovery, Phyrexian Arena, and Rhystic Study. Some other fair-to-middling options that are enchantments/artifacts are Honden of Seeing Winds, The Magic Mirror, Coastal Piracy, Underworld Connections, Greed, Erebos, God of death, Vampiric Rites, Distant Melody, Mind Unbound, Well of Ideas, Thassa, God of the Sea (Scry 1 is kinda like 0.45 of a drawn card), Thought Reflection, Dictate of Kruphix, Monastery Siege, Tamiyo's Journal, Staff of Nin, Arcane Encyclopedia.

Barbarian_Sun_Pope on Curious Horseshoe Crab

7 months ago

There aren't a lot of straightforward replacements some of the cards here (particularly time walk) and some might be a little worse and you'll definitely lose some of the synergy, but that doesn't mean we can't keep the game plan. Also this is for the modern format (what used to be extended) and not the current standard. That being said:

Creatures

  • Horseshoe Crab/Thieving Magpie - Still modern legal/Surge Mare also works.
  • Thornwind Faeries - Prodigal Sorcerer.
  • Raven Familiar - Augury Owl/Sea Gate Oracle.
  • Rayne - No functional replacement that affects all your creatures/Monastery Siege might be able to serve a similar purpose of making it harder to target your permanents rather than discourage your opponent from targeting.

Enchantments

Counterspells. This one is a bit tricky as they moved away from the classic Counterspell and there's a lot of variety here and counters have changed a lot. So I'm just going to recommend a few to consider:

Spell Pierce, Negate, Muddle the Mixture, Remand, Archmage's Charm, Condescend, Deprive, Essence Capture, Force of Negation, Hinder, Rune Snag, Wizard's Retort, and Thassa's Intervention.

Well, that took a bit of time, but I hope this helps.

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