Outpost Siege

Enchantment

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.

Price & Acquistion

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Outpost Siege Discussion

Boza on Help me make my R/G ...

3 days ago

@ALX - I am sorry for commenting off topic, but I hope the discussion of general combo theory has been useful.

On the actual deck - the best advice was already mentioned by someone other than me - cut a color and substitute Outpost Siege with either Altar of the Brood or Assault Formation.

Altar of the Brood is better for the combo kill, as it can be played turn 1, 2,3 or 4 and still allow you to combo off on turn 5. With extra mana you freee up this way, you can even play some acceleration or card filtering to play it/find it faster. Additionally, you can use Ancient Stirrings to find 2 pieces of the combo (or a land for the turn).

Assault Formation is the better idea though, as it adds redundancy - you can play more walls like Overgrown Battlement and Axebane Guardian and Wall of Roots that help you accelerate into the combo, while providing a sac target for Blasting Station. Furthermore, simply attacking via Assault Formation with your walls can be a victory condition if you cannot find your combo. Additionally, you will be mono green, which is easier on the wallet and makes your mana better.

metalevolence on Doesn't Play Well With Others (Creatureless Red)

4 days ago

This deck doesn't have nearly enough mana. Rocks, lands, mana in general. Since you're running crucible, might as well play some fetches. Armillary Sphere also helps hit land drops. Also a bit surprised you don't play Outpost Siege.

I would definitely cut: doubling cube, caverns of despair, planar portal

420Liliana69 on Help me make my R/G ...

4 days ago

Boza saying it requires "12 mana" is not entirely accurate. "requires 12 mana" implies that all 12 mana must be paid in the same turn. but in this case, that 12 could be broken up over 3 turns. Blasting Station turn 3, Outpost Siege turn 4, Sprouting Phytohydra turn 5. now im definitely not saying the combo is good, im just saying it can be done with only 5 total lands.

420Liliana69 on Help me make my R/G ...

4 days ago

Xica he doesn't actually have to rely on the opponent killing his blockers. i think it would look like this:

  1. use Blasting Station to damage Sprouting Phytohydra.
  2. Sprouting Phytohydra triggers and makes a token copy.
  3. Blasting Station triggers and untaps.
  4. rinse/repeat, sacrificing the damaged Sprouting Phytohydra to the Blasting Station to damage the new Sprouting Phytohydra.
  5. each repetition of step 1 triggers the "dragons" ability of Outpost Siege to damage the opponent.

TLDR: he can kill his creatures himself with Blasting Station.

ALX on Help me make my R/G ...

4 days ago

I'm working on a deck using Sprouting Phytohydra + Blasting Station + Outpost Siege for infinite damage. Please see deck description and any advice/suggestions you have would be greatly appreciated.

Hydra Power Station

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

5 days ago

ticked-off-squirrel: Thanks for the compliment! I am very proud of how it has turned out. As for the card suggestions, here are my comments.

Hazoret's Monument: Originally I shied away from Hazoret's because early on I only had like 19 creatures or so, and didn't end up casting them that often. Now that I technically have 25 of them, I think it appeals to me a lot more. I am going to get one and test it out.

Outpost Siege: My experience with Outpost Siege is I only ever declared Khans because I was always hurting for draw, but by the time I got to use it it was Turn 5, and I draw an extra card before it gets destroyed, if I even get to that point. I think if Dragons said "each opponent" instead it would be a completely different story, and an autoinclude for me, but unfortunately it's the same reason I don't run Boggart Shenanigans, the damage is just too narrow.

Tamiyo's Journal: Similar problem with this one, in my meta, even though we aren't playing cEDH decks, we are all at a minimum playing 75%, and having something really come online on T6 or so isn't fast enough to be useful, which is why I've leaned more towards the harder hitting draw spells like Commune with Lava, Memory Jar, or Mindmoil if that one works out. I think Tamiyo's is really interesting as an effect, I just think they dropped the ball on Clues and making them too heavily costed.

Thanks for commenting!

I_TappedWrong on Zacama Enchantments matter

1 week ago

repercussion sounds fun, i think im just going to go with Outpost Siege mostly because i want to get through my deck as fast as possible. this is a combo so getting it out faster really helps.

ticked-off-squirrel on Absolute atrocities, goblin monstrosities

1 week ago

what about replacing Outpost Siege with Boggart Shenanigans would that work better with the TTC? believe it or not tokens do go to the graveyard (found out the hard way) they just dont stay there. so throwing miniblins would trigger it.

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