|Commander / EDH||Legal|
Printings View all
|Commander 2017 (C17)||Rare|
|Fate Reforged (FRF)||Rare|
Combos Browse all
As Outpost Siege 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, Outpost Siege deals 1 damage to target creature or player.
Outpost Siege Discussion
1 week ago
1 week ago
I'm just surprised that making 10,000 insect tokens with Purphoros, God of the Forge on the battlefield was underwhelming in your experience. It seems like a really good engine, especially when you also have Impact Tremors , Goblin Bombardment , and Outpost Siege (on the second mode) on the field as well. Sure, it may seem like win more, but often people have ways to stop combat damage(tap down your creatures with Cryptic Command , cast Settle the Wreckage or AEtherspouts , or Constant Mists to fog, and the direct damage could be relevant.
1 week ago
: I could run Dispel here, but I've generally found it to be a somewhat limited counterspell. It's not a bad card! On the other hand, I've played both Psychic Possession and Teferi's Puzzle Box here and not found either particularly useful for my strategy (since this is honestly an infinite combo deck, with the wheels theme secondary).
Ballzanya: Rhystic Study has definitely been in and out of the deck (it's very meta-dependent), but I'm not really a fan of Sphinx's Tutelage here. If I have enough card draw to make it relevant, I've already won... and it actively enabled GY decks. I've actually run Purphoros, God of the Forge , Goblin Bombardment , Impact Tremors , and Chandra, Flamecaller , and honestly they got the axe after not pulling their weight. I'm not really convinced by Chasm Skulker here (it's an inefficient wincon that can't be a sink when I have infinite mana, and doesn't work with my other combos), and Outpost Siege doesn't seem worth 4 mana here. I considered Nezahal, Primal Tide , actually! But I can't easily get him out ahead of the curve, and I want to win before turn 7 in most games :/ and Toothy, Imaginary Friend seems cute, but I'm not willing to pay 4 for his abilities.
Thank you both for your comments!
1 week ago
Rhystic Study and Sphinx's Tutelage seem like they'd be good here. Purphoros, God of the Forge , Goblin Bombardment , Chasm Skulker , Outpost Siege , Impact Tremors , and Chandra, Flamecaller seem good as well.
2 weeks ago
OK so the deck glitched out and it didn't work out the way I wanted it to so I will just put in a comment of what I would do/suggestions. 1. You have too many lands. 30-35 lands is what you would look for in a deck. So I would cut down to 35 lands and use those 5 that you cut out to get ramp. I would put in Sol Ring , Kodama's Reach , Zendikar Resurgent , Commander's Sphere , and Urza's Incubator . 2. I would also get rid of the things that are giving you non-dragon creatures. So I would take out Goblinslide , Devils' Playground , Dragon Fodder , Dance with Devils . This is so that you can use cards like Vanquisher's Banner and Door of Destinies so that you can pump up your dragons and do more damage! 3. You have some creatures that are there just to be there. I would replace all non-dragon creatures other than Dragonmaster Outcast . Dragons that you can use to replace are; Lathliss, Dragon Queen , Savage Ventmaw , Utvara Hellkite , Scourge of Valkas , Hellkite Tyrant , Moonveil Dragon , and Thundermaw Hellkite . 4. Although your dragons can remove creatures you need to be able to deal with enchantment, artifacts, and you also have to protect your dragons as well! So I would remove Draconic Roar , Echoing Courage , Sarkhan's Rage , Savage Alliance , Stonefury , Bathe in Dragonfire , Devour in Flames , Make Mischief , Reduce to Ashes , Sarkhan's Dragonfire , Atarka Monument , Staff of the Flame Magus , Outpost Siege , and Retreat to Kazandu . You already have dragons doing damage when they Enter The Battlefield so I would take out instants or sorceries that are doing that. Plus I recommended taking out some of the ramp that you already had because there is better ramp. For removal I would suggest Beast Within , Naturalize , Decimate , Hull Breach , and Vandalblast . Now to protect your creatures I would add Heroic Intervention and Asceticism . 5. Last but CERTAINLY not least, MANA! Ok so I know I mentioned going down to 35 but even if you just take away 5 basic lands there are non-basics that I would take out that might fix you down to 35 and then I will give some recommended lands that might help. I would take out Crumbling Vestige , Gruul Turf , Looming Spires , Pinecrest Ridge , Quicksand , and Vivid Crag . I would put in Command Tower , Cinder Glade , Rootbound Crag , Mosswort Bridge , Spinerock Knoll , and Spire Garden . Ok so I know that is a LOT to take in but please take note that I am in no way a professional helper. This is all in my opinion and don't let me influence your playstyle. I am happy to answer questions if I can and I am here to help!
3 weeks ago
Hey I got some inputs you may want to consider. Of course every deck's performance is closely related to the meta you're playing, but these are some things I think can help.
In my opinion, Haste is more relevant than, for example, Double strike in your deck, since dragons are big enough by default, same goes for Crucible of Fire. Having that is a bit overkill. I think I'd cut Berserkers' Onslaught, Rage Reflection and Crucible of Fire for this reason. I'd also cut Emblem of the Warmind because it's so very easy to deal with. Instead, I think it would be better to add Anger , Fervor , Hammer of Purphoros . Also, these cards can lower your average CMC.
Counter magic can be toublesome when you look at the high CMC of your spells, so Conqueror's Flail can help you protect against that. Also Red Elemental Blast and Pyroblast are good on these same way. Another thing is the sweepers, since your creatures will be the biggest and more costly, Wrath effects are more detrimental to you. Maybe squeezing in a Warping Wail to protect your board against that can be useful and also the least expected in a mono red deck.
I think you're OK when it comes to drawing cards, but there are some things I think can be improved. First, there is Urza's Blueprints which isn't very mana efficient. For 6 mana artifact you should replace it with The Immortal Sun , so much more at same cost. Then, comes the "when something happens, pay some mana to draw" effects, which I think are no good when you look at how much mana you're spending on your creatures: Here we have Mind's Eye and Seer's Sundial. Not only these cards require stuff to happen but also that you pay precious, scarce mana for them. Farsight Mask comes here as well; I think these can be replaced by Outpost Siege (choosing Khans) and Vance's Blasting Cannons Flip. The Outpost has a teeny tiny difference with the Cannons in that it lets you play lands while Cannons does not. Staff of Nin is a bit high cost for what it does but I think it's OK considering it's a "secure" draw. Dragon's Hoard is somewhat slow, but as it also gives you mana fits great. Same thing with Vanquisher's Banner, as it gives a little buff and some draw as well. Knollspine Dragon can really draw lots of cards, but somewhat late I think. I wouldn't cut it though, I'd maybe add Dragon Mage to refill your hand.
Looking your ramp, you got some good choices. I'd add Herald's Horn and Ruby Medallion to the "lowering cost" pack and also The Immortal Sun as I already mentioned. I think you should consider the inclusion of Solemn Simulacrum and Burnished Hart to get lands and also, there's this land I really like on mono colored decks with lots of basic lands, Terrain Generator . I'd be careful with symmetric effects such as Gauntlet of Power and Mana Flare, it could be dangerous to give free mana to your opponents. On a related subject, in addition to Belbe's Portal, maybe adding a Quicksilver Amulet and Cryptic Gateway as a second and third ways to cheat dragons at instant speed.
Your deck is lacking removal, there's virtually none if you don't count the effects on some creatures and as we all know, creatures are the most vulnerable permanent on the board. So, Chaos Warp is a must I think considering the versatility it provides. Warstorm Surge could kill most of your opponents creatures whenever a dragon enters the battlefield or do lots of damage directly to your opponents. Kilnmouth Dragon can act as a removal for creatures as well. Steel Hellkite fits here too, it's a dragon and can get any permanent of the specific cost needed, kills tokens for 0 mana, for example. Also, Vandalblast to get rid of your opponents' mana rocks. Earthquake is OK, I'd rather run Magmaquake or Starstorm because of instant speed, but I'd consider adding Blasphemous Act and maybe Hour of Devastation , Chain Reaction or Mizzium Mortars . Disaster Radius has a high CMC but it doesn't hit you or your stuff.
The last ability on Sarkhan, Dragonsoul is ridiculous, but hard to achieve. Still, I think it may worth the try.
Swiftfoot Boots instead of Mask of Avacyn, equipping for 3 mana is way too high.
1 month ago
SynergyBuild it wasn't too out of hand, just insistant citation of R/cEDH calling this tier 3 or 4, which is laughable.
Nahiri is something I've always wanted to have in this deck, but where's the cut? I think the deck's pretty tight as it stands, and I think if it does want to cut a card, maybe Grafted Exoskeleton it might just want a new card that actually gives card advantage, like The Immortal Sun or one of the many Outpost Siege effects
1 month ago
Theater of Horrors is excellent. It is a better Outpost Siege since it allows you to cast any card exiled with it in future turns. Outpost Siege saw genuine competitive play in its Standard format and I fully expect the Theater to see legitemate competitive play as well as a card advantage engine. It looks to be the real deal, especailly if a midrange strategy that incorporates Rakdos colors that plays stuff like Shock or Lightning Strike emerges, which is likely. If you are planning on picking up any of the cards from the new set in a preorder, that enchantment is a good one to pick up early. It is definitely a potential sleeper card.
Outpost Siege occurrence in decks from the last year
All decks: 0.0%
Commander / EDH:
All decks: 0.03%