|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.
|Have (6)||sonnet666 , metalmagic , Mortiferus_Rosa , vashaclarens , orzhov_is_relatively_okay819 , Bluboltar|
|Want (2)||Txport , Flamadiddle|
Outpost Siege Discussion
1 week ago
Finally got some time to sit down and work through upgrades, and I am pretty happy with how it went.
Goblin War Party in for Beetleback Chief . I've never been that happy with ol' BBC (huehuehue) or Siege-Gang Commander for that matter. Maybe if I could recur them or capitalize on their ETB effects, but without that ability they are just costly token generators. I like the modality of War Party, and is a tiny mana sink too, which is nice.
Goblin Wizard in for Tears of Rage . Tears has been a flex slot for a while, and after Ashen0ne commented about it recently, it's really gotten me excited about the Wizard again, now that my deck works significantly better than it did when I first used him (~2 years ago).
Jaya, Venerated Firemage in for Outpost Siege . This is just a test, and Siege I've never gotten a lot of value out of. I don't normally like planeswalkers because they get hated out so quickly in my playgroup, but this is a pretty low-to-the-ground one that might stick a little easier since it doesn't have an ultimate.
Pashalik Mons in for Goblin Assassin . I love Assassin, and the flavor is hilarious and fitting for this deck, but politically I can't handle running it in my playgroup. I'm taking it out now for the same reason I did a year or so ago, people hate flipping coins or rolling dice to see if their creatures die, and when they have to do it for every Goblin I make they hate it even more, which gets me focused more than I like.
Still considering Krenko, Tin Street Kingpin , but I'm trying to make sure he doesn't suffer from Goblin Piledriver Syndrome, which is that in my deck it is only good when Ib isn't out, and Ib is out pretty frequently. The fact that Krenko is worth at least 3 bodies may make him fit sort of what was the Beetleback Chief slot, with the potential that he gets better the longer he stays. Maybe I will test him before Goblin War Party just to see.
1 month ago
I would try to add some more red cards personally to have a more even mana spread as you don't want to ever be locked out of any cards unless you want to only splash red (although red has lots of good cards such as seen below)
THE WITTLE - Purphoros, God of the Forge
1 month ago
Hey, saw your forum topic asking for help. Looks nice, good start and a budget of less than $100, well done :)
Lovisa is all about attacking because her ability pumps your creatures therefore you want to have a well established army of creatures before you play Lovisa. You've done a good job with including many two drop and three drop creatures, but 18 four drops and 13 five drops is too much. I also don't think any of the six and seven drops are good enough to risk having one of them stuck in your hand in the early and mid game. My advice is cut a large amount of these cards for more one, two and three drops.
Budget cards $3 or less each to consider adding:
- Ghitu Encampment
- Zurgo Bellstriker
- Frenzied Goblin
- Prophetic Flamespeaker
- Neheb, Dreadhorde Champion
- Countryside Crusher
- Experimental Frenzy
- Lightning Mauler
- Goblin Cratermaker
- Chaos Warp
- Faithless Looting
- Mind Stone
- Commander's Sphere
Others to consider:
- By Force
- Price of Progress
- Borderland Marauder
- Stoneforge Masterwork
- Earthshaker Khenra
- Ahn-Crop Crasher
- Splatter Thug
Can add all these cards for about $18. Also consider adding a few more Mountains as 26 lands is a low total amount. Try 30 Mountains, Ghitu Encampment and Rogues Passage for a total of 32 lands. Temple of the False God is not worth playing in a deck that doesn't have any land ramp. Can't afford to have a land that can't make mana, does nothing, to cast early game two and three drop creatures.
There's a lot of red cards that can give you repeatable pseudo draw each turn; key word here is repeatable. Not draw, but can exile the top card of your library and you may play that card until end of turn. These cards are helpful because mono red has a tendency to run out of cards in your hand fast.
- Prophetic Flamespeaker
- Experimental Frenzy
- Outpost Siege
- Vance's Blasting Cannons Flip
- Chandra, Fire Artisan
Many of these cards are four drops which means if I was building this deck I would reserve the four drop spots for some of these cards. Experimental Frenzy is good with many low mana cost creatures allowing you to play them from the top of your library. Lovisa gives your creatures haste meaning when you play them from the top of your library you can attack with them. You can potentially chain play a lot of creatures with Frenzy and attack with all of them, that's good with Lovisa.
Countryside Crusher can help to take away a drawback of Frenzy as well as help to not draw so many lands which can happen when playing 30 basic lands. With Frenzy if you hit two lands in a row on the top of your library then you're done playing spells from the top for your turn. Since you can't play more than one land per turn. You're able to play the first land you see on the top of your library, but not the second.
At your upkeep if Crusher sees a land on the top of your library you put it into your graveyard and you can do this as many times in a row as lands you have on top of your library each time Crusher gets bigger. Crusher also can get bigger when you discard land cards such as from Neheb, Dreadhorde Champion or Tormenting Voice, etc.
Good luck with your deck.
1 month ago
Planned changes OUT - 5
1 month ago
Well played it once and won with an infinite combo around turn 6. The brago player was a challenge to play around might have had it turn 5 under different circumstances. Found it confusing to remember all the lines of play but stumbled into an infinite loop and let Outpost Siege kill the table.
2 months ago
Everything makes sense.
Outpost Siege is a good replacement for the cards I mentioned before.
Anyways, today JumboCommander's new deck tech features Feather, maybe go and check it out if you haven't already!
2 months ago
I don't play any tutor cuz I don't like them ahah, I want to play this deck on a low budget list, and i prefer investing in Monastery Mentor . (i'm a boardstate type of dude)
I love the Wheel type effect but idk if i should put a lot of them in my deck, i added Magus of the Wheel (cheapest & give me a new target for my spell) I love Chandra, Torch of Defiance but she cost too much money & i don't think i can keep a PW alive on the long run, But I was thinking about adding Outpost Siege , what do you think?
I play Twinflame for the infinite combo with Dualcaster Mage , and i can do somme prettry decent turn with Young Pyromancer or Monastery Mentor and get twice as much token with the right setup. I can Also Value Solemn Simulacrum and get a land each turn.
I really need a Colored mana pool, and with my luck this card is doomed to haunt me at each first draw (and the boots are verry bad if i don't have any token)
Panic is decent but i don't like the fact i don't draw immediatelly (and can't play it as instant as i want) and I really need a lot of cantrip so the engine is goin' (even if this cantrip only tap a creature)
I don't like Explorer's Scope , never had luck with it and i need to commit to an attack to get the trigger, I prefer not.
Thx for the Suggestion!
2 months ago
In: Cover of Darkness
Blind Obedience is a great card. It's use is to slow opponents down. But the most important part is, that their creatures enters the battlefield tapped, so we can get better attacks wirh our creatures. That beeing sad, Cover of Darkness fullfills the role of enable better attacks way better, especially, since I'm the only player in our meta which is playing black decks at a regular bases.
In: Oversold Cemetery
The Phyrexian Reclamation doens't need a specific condition in order to work. Oversold Cemetery on the other hand has a huge advantage, that we neither have to pay life nor mana in order to return a creature card to your hand. We just will get one for free each round. Since we will attack with many of your creatures, there also should be at least four in the graveyard, most of the time, too. We won't be able to play tons of creatures each turn anyway, so the advantage of multiple uses of Phyrexian Reclamation per round won't come into play that much.
Even though Outpost Siege has two great modes for this deck, since we are playing Mardu as colour combination, we will use it's first mod to net ourselfs some cards in 9 out of 10 situations. Just to get that little more Card Draw or better Card Advantage. But if we looking for just raw Card Advantage, we should use black instead of red cards. Greed can get us way more cards then Outpost Siege , it's even kind of a weak Necropotence , which is one of the strongest cards in the deck I think.
Fell the Mighty
In: Austere Command
Although, Austere Command cost one wanky mana more then Fell the Mighty , it's way better. While Fell the Mighty might be really helpful with clearing the field from creatures and letting us decide, which one will survive, Austere Command gives us way mire flexibility. Destroying all enchantments and artifacts is huge in Mardu colours. Combining it on a general Boardwipe card is also a big deal, because we want to run as less cards as possible for those slots in order to be able to have as many Vampires in our deck as possible.
I love Disrupt Decorum , I really do. It's such a cool card. But it's like a Sudo-Boardwipe, which won't solve all problems for sure and has a one-time-only usage in this deck. It's main purpose always was to create some chaos arround the deck. Reconnaissance can do the same trick, but with incredible more power. It makes blocking for our enemys really awkward, since we can remove any creatures we want after blockers are declared. We can attack all out and then remove the Vampires which would die from blocking. And after damage is dealed, we can remove all the other vampires aswell, giving our whole board Sudo-Vigilance. No worrys about keeping blockers up ever again, if Reconnaissance manages to hit the field.
Throne of the God-Pharaoh
In: Sorin, Solemn Visitor
Until now, Throne of the God-Pharaoh never was able to shine or deal even any true amount of damage at all. The biggest problem is, that opponents usually block as many Vampires as possible anyway and trying to kill them during that process. Therefore, at the end of our turn, there are usually less Vampires then at the beginnig. That's why I feel like Edgar isn't the right deck for Throne of the God-Pharaoh yet. Maybe I have to re-test it in the futrue, but I will swap it out for now. Sorin, Solemn Visitor can give us plenty of life to pay those (new) card draw engine spells. It also buffs our creatures. And puts more Vampires on the battlefield. And keeps decimating our opponents boards. Yeah. Just play him!
In: Exquisite Blood
The use of Legion's Landing Flip is really little to none. Most of the time, it's just a utility land and I barely get to use it's effect at all. Creating just one or two more little small tokens isn't that impactfull either. It was kind of interesting because of the lifelink, since it's one of the only ways, to stay healthy during a long drawn out battle between three or four players around the table. For this exact reason, Exquisite Blood will make a return. Since the Vampires really looking forward to keep punching our enemys, we will get some life back, for sure.
Outpost Siege occurrence in decks from the last year
Commander / EDH:
All decks: 0.03%