Outpost Siege

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Outpost Siege

Enchantment

As this enters the battlefield, choose Khans or Dragons.

  • Khans — At the beginning of your upkeep, exile the top card of your library. Until end of turn, you may play that card.
  • Dragons — Whenever a creature you control leaves the battlefield, this deals 1 damage to any target (creature, player, planeswalker or battle).

Worrad75 on Pia-tiful Impulse Control

1 month ago

Seething Song for Ruby Medallion: While Medallion has a theoretical long-term upside that can't be matched, the deck is too heavily white spells at this point for the ramp to be consistently meaningful, especially early on. SS allows us to impulse draw with greater confidence knowing we can absoluteely cast whatever pops out.

Etali's Favor for Impact Tremorsfoil: This one is a test. Fully aware that tremors is a better card, but Favor is such a vibe. it enables some of our more aggresively slanted non-token creatures to crash through (it works incredibly with Laelia!) while keeping the tokens flowing. It feels similar to Unstable Amulet in that it 'replaces itself' and gets you a Pia trigger for your troubles, plus some small utility

The Flux for Runaway Steam-Kin: This deck has enough midgame mana engines. What it needs is consistent impulse draw. The normal issue with 4-CMC impulse draw engines (looking at you, Outpost Siege) is that they do nothing the turn they come in, making them a somehow-even-slower Phyrexian Arena that doesnt even actually draw the card. The Flux solves that by picking off a creature, then giving you 4 turns of advantage. If you're still around, it then gives 6 red to cast whatever you got left (you'll probably have more cards in hand, as you've been casting an extra card from exile every turn). Its basically a version of Count on Luck thats easier to cast and gives you a late-game burst that could be the exta push you need to seal a win

Inti, Seneschal of the Sun for Charismatic Conqueror: This one is also a test slot, although I'm less confident. Inti is in theory card-nuetral that helps us dig deeper for Pia triggers. Its best case scenario is when it teams up with the likes of Delney, Streetwise Lookout, Party Thrasher or Harnfel, Horn of Bounty  Flip to provide extra advantage. Conqueror's tokens are rarely the reason we win the game without the help of other cards, and while that may be harsh to say about a 2-drop, the fact of the matter is that we can only play so many off-plan cards before we dilute the deck.

Profet93 on I have a bad feeling about this

11 months ago

Siege-Gang Commander - Expensive but might be worth considering.

Feldon of the Third Path - Reuse ETB synergies

Flametongue Kavu - Removal on a creature

Humble Defector - While not ETB, gives you draw which you really need in red. it's a political tool and works best with Homeward Path, the other political tool, especially useful against GY decks that take your creatures

Zealous Conscripts - Super helpful on it's own and can combo with Kiki-Jiki, Mirror Breaker. Kiki adds so much value on it's own as well

Terror of the Peaks - No explanation needed

Curse of Opulence - Politics + useful with Norin.

Outpost Siege > Vigilante justice - Different modes and while it works differently, it's almost the same. Card draw is very important in red EDH

Warstorm Surge - No explanation needed

xraider on Norin Naughty Nonsense

11 months ago

I have a few fun cards that have great synergy with Norin. Maybe interesting to check out? Altar of the Brood, Gimli of the Glittering Caves, Molten Gatekeeper, Vigilante Justice, Witty Roastmaster, Outpost Siege, Pandemonium

shadow63 on How Good is Temple Bell?

1 year ago

I say Phyrexian Arena and Outpost Siege are both much better options unless your deck wants to give your opponents resources

SteelSentry on How Good is Temple Bell?

1 year ago

I love playing one or two group hug cards in all my lower power decks, but there's better options that have been printed. Pendant of Prosperity is a personal favorite, either allying with one player or giving the player in last place a Faustian deal to get them back in the game, for a price. Share the Spoils isn't good for every deck with red, but plenty of decks play cards that aren't too tempting, and when the pool is mostly your cards it plays like a discount Outpost Siege.

Optimator on Harry Du Bois Catchin' Cryptid Critters

1 year ago

Underrated commanders. Very fun.

Passionate Archaeologist works for all spells, so perhaps if you want to add more draw later you could consider Visions of Phyrexia, Outpost Siege, and Urabrask, Heretic Praetor. Green has tons of draw these days, but having a few effects that impulse-draw might be worth it. Reckless Impulse and Wrenn's Resolve are very efficient too.

Optimator on Anarchy Burger

1 year ago

Pain Distributor - decent ramp, deals significant damage if your opponents use the treasures. Emergency blocker

Path of the Pyromancer - decent card selection

Urabrask's Forge - not an instant/sorcery but a strong repeatable source of damage

Vindictive Flamestoker - slow, but could draw you cards.

Solphim, Mayhem Dominus - mega power increase. 'Nuff said

Auntie Blyte, Bad Influence - could be good if you have a lot of symmetrical effects

Visions of Phyrexia - you can't utilize the Powerstone too well, but it's a free card each turn like Outpost Siege

Urabrask, Heretic Praetor - more impulse draw with a bit of a penalty to your opponent. Not as good of a blocker as the other Urabrasks with no first strike

Mishra's Command - modal, damage and card selection

Mechanized Warfare - not as good as all your other options for Torbran redundancy/damage enhancement

Brotherhood's End - modality is nice

The Red Terror - strong synergy with all the damage you're throwing around

Let the Galaxy Burn - an option for a board-wipe.

Khârn the Betrayer - chaotic, draws cards potentially

Jaya, Fiery Negotiator - strong synergy, has the misfortune of being a planeswalker. RIP

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