Outpost Siege


Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2017 (C17) Rare
Fate Reforged (FRF) Rare

Combos Browse all

Outpost Siege


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.
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Outpost Siege Discussion

BullettTime on Neheb Didn't Start the Fire

6 days ago

Ohhhh Blasphemous Act is super spicy with Repercussion on the board and can be an instant win. Casting it to clear the board before playing Neheb is always a possibility too. In my playgroup there are usually enough creatures on the board that it never costs more than a couple mana.

Chandra, Pyromaster has been in the deck since day 1! She's great, but usually just acts as another copy of Outpost Siege. I run the Chris Rahn art to match Neheb!

Wildfire Eternal was in the first version of the deck but came out. The deck was more budget back then and ran Wheel of Fate. Now the deck rarely attacks unless a sword is involved so you never really get the payoff on this one. Bedlam Reveler isn't in for other reasons. This deck wants to combo out sometime around turns 5 to 7 and if I ever have 6 instant or sorcery cards in my graveyard I want to have won at that point!

Thanks for checking the deck out! Neheb is a ton of fun.

ShotgunCrocodile on Marath Token EDH

1 week ago

I would say Outpost Siege is one of the weakest cards. 4 mana for more often than not the second effect isn't too powerful.

ticked-off-squirrel on Boggart Avalanche

3 weeks ago

looks good. you are smart to not thrown in Goblin Rabblemaster as many other goblin EDH decks have. i dont have much to suggest that hasn't already but here is what i can offer:

Hazoret's Monument and Ruby Medallion: with them plus your Goblin Warchief your goblins will cost up to 3 less mana making them super duper cheap.

Battle Hymn: a great mana ramp when you got lots of tokens.

Outpost Siege: so your tokens dont die for nothing or a semi-faster way to get creatures out.

Goblin Warrens: a token spitter.

Goblin War Drums: make your tokens and creature much harder to block.

Liquidbeaver on [PRIMER] - Ib Halfheart, Goblin Sac-tician

1 month ago

Going to be playtesting Howling Mine as more draw. I don't really want to run Reforge the Soul in addition to the Wheel of Fortune I already run because I've always had bad luck being able to use its Miracle cost, and I really only want to Wheel as a last resort, since it can end up giving my opponent's so many answers.

I think Howling Mine is a good alternative because of how quickly it starts working (compared to say Outpost Siege or Vanquisher's Banner), and even though it is symmetrical it gives opponents fuel a lot more slowly. The political aspect is also something I like, as opponents are just a little less likely to attack if it means losing that extra card each turn. Not attacking me for one turn is often all I need to seal a win.

Liquidbeaver on [PRIMER] - Ib Halfheart, Goblin Sac-tician

1 month ago

Cyfer: Unfortunately heavy removal (or counterspell) is going to be mono-red's worst matchup.

We have almost no recursion to speak of outside of a few colorless spells and some red creatures. Elixir of Immortality and Trading Post are probably going to be your two best bets. The other route is also Darksteel Forge and Mycosynth Lattice, but without access to good non-creature tutors, definitely don't rely on it.

If the removal is blue there is Pyroblast/Red Elemental Blast, as well as Fork/Reiterate/Reverberate/Wild Ricochet if it is counterspells that you are worried about.

Most of the reason I play with such a low CMC is so I can rebuild easier after a wipe, since Aggro is what mono-red is best at. It's hard though when you are getting focused, so I try to play as fast of a game as possible, because I will either win or lose quickly, since my deck can't really hang in the endgame with Control, Midrange, or some BattleCruiser decks.

Having more damage based sac outlets or triggers from creatures dying is going to be incentive for other players to not wipe your board, so it may be worth it to run all of them you can. Boggart Shenanigans, Vicious Shadows, Outpost Siege, Stalking Vengeance, and Altar of Dementia are probably the best we have available.

You have to develop your own lines, with the idea of big, bursty combats and other tricks to wipe the table. I've had more success with putting out creatures more slowly than I could so that, not only do I look like I have a shitty hand to everyone else and become less of a threat, but I'm also not leaving creatures out multiple turns to get removed. It's harder for an opponent to remove or counterspell 4 creatures all at once than it is to remove the same 4 over multiple turns. Put them out the turn before you need them, and you will be a lot better off. It's why I've tried to double and triple up on effects and interactions as much as possible. Having Goblin Matron/Imperial Recruiter/Mogg Catcher/Goblin Recruiter for getting to a Krenko, Mob Boss for instance, as well as a Feldon of the Third Path to get him back, is a lot of buffing my chances to have Krenko in play.

Redundancy in red is what leads to consistency in your games, since red doesn't have the plethora of options available to the other colors.

Don't get discouraged though, and don't make too many drastic changes, because this deck plays oddly. I've had it now for a little over a year, and I didn't really settle into a solid build until about 8 months ago. It probably took me 3 months of playing that deck before my winrate went from 25% or less, to 50% or more. There is quite a learning curve to it, even though on the surface it seems pretty straight forward.

Haste and more big mana might not hurt either, if you find yourself with cards in hand each turn.

It's a glass cannon deck to an extent, so sometimes you're gonna have huge turns where you wipe the table, and other times your gonna fizzle out and do nothing because the whole table wipes you.

It get's better though, because once you lock down your build, playstyle with the deck, and get good with it, people become afraid of the deck and focus you even when you don't have a board presence. It took me a long time to not be salty about it, and now I take it as a compliment.

burferking on Demons and Whatnot

2 months ago

I like very much Bloodgift Demon, Oracle's Vault and Outpost Siege. Westvale Abbey  Flip is great, but you might need more than one. You can also add tutors to get this land easier with Expedition Map or the cheap (in $) Diabolic Tutor . Endrek Sahr, Master Breeder and Abhorrent Overlord can get you lots of tokens especially if you have enough devotion to black in late-game. Maybe some ramp would help you, like Crypt Ghast or any creature that gives you mana like Palladium Myr... My suggestions are somewhat budget, but maybe not as budget as your current deck.

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