Siege-Gang Commander

Siege-Gang Commander

Creature — Goblin

When Siege-Gang Commander enters the battlefield, create three 1/1 red Goblin creature tokens.

, Sacrifice a Goblin: Siege-Gang Commander deals 2 damage to target creature, player or planeswalker.

Browse Alters View at Gatherer

Trade

Have (2) metalmagic , CompleteWaste
Want (0)

Printings View all

Set Rarity
Magic Game Night (GNT) Rare
Dominaria (DOM) Rare
Eternal Masters (EMA) Rare
Duel Decks Anthology (DD3) Rare
2010 Core Set (M10) Rare
Duel Decks: Elves vs. Goblins (EVG) Rare
Tenth Edition (10E) Rare
Scourge (SCG) Rare

Combos Browse all

Tokens

Legality

Format Legality
Leviathan Legal
Unformat Legal
Historic Legal
Pioneer Legal
Limited Legal
2019-10-04 Legal
Commander / EDH Legal
Duel Commander Legal
1v1 Commander Legal
Oathbreaker Legal
Casual Legal
Vintage Legal
Block Constructed Legal
Tiny Leaders Legal
Highlander Legal
Canadian Highlander Legal
Arena Legal
Modern Legal
Legacy Legal

Latest Decks as Commander

Siege-Gang Commander Discussion

Orange+ on The Act of Treason

1 month ago

Peoyogon, thanks for your comment :)

You know, I've tried to play this deck with enchantments that triggers on creatures entering the battlefield like Warstorm Surge, and Flameshadow Conjuring, but they just haven't seemed very useful, or perhaps a bit too slow. Although I must say Impact Tremors seem interesting based on the low mana cost.

I think what I had in mind when creating this deck was to have as many cards as possible be threats in their own. So not counting the combo with creature control -> sacrification, many of the cards are good alone.

Like Conquering Manticore and Siege-Gang Commander - They are better with Kiki-Jiki, Mirror Breaker, but they can just as well be played in their own and act as a single card threat in a game.

But I guess how you need to play depends on the level of seriousness in a gaming circle. If I can have both Warstorm Surge, Flameshadow Conjuring, and Kiki-Jiki, Mirror Breaker on the board in a game, and not be instantly targeted by everything from everyone, that would be cool. But for the time being I'd like to be a smaller target :P

When it comes to the land hate, I think those are good but not very fun, so don't think I'll be adding them immediatley. But hey, they could be cool to have in a sideboard in case I'm playing some real nasty decks!

Turban on Zada Bing, Zada Boom

1 month ago

Interesting, was working on deck similar to this myself. No Dreadhorde Arcanist or Young Pyromancer? There's insane combos and good value versatility with them. Not convinced about Siege-Gang Commander as it's a slow to get going, Young Pyromancer is very similar and would allow you to get token creatures off early.

SynergyBuild on Help me foolproof this infinite …

2 months ago

@StopShot so, I've been thinking more about the combo.

While I have tested it, and still believe the rarity of that type of land block can be greatly minimized with the use of fetchlands and additionally a few other pieces always work well, I want to know what type of colors are we working with.

I think Tribute Mage and Trophy Mage if you move into blue really work well. You can even play Trophy Mage make a bit of mana, sacrifice the Mage, return it, get a Rings of Brighthearth, then get a Basalt Monolith after. This works similarly with Goblin Engineer and Imperial Recruiter. With alternate choices like Siege-Gang Commander or some other options, the deck can have some serious consistency.

Is it Mono-Red? In Boros+ this is a powerful combo that can work with Zirda, the Dawnwaker even!

enpc on Help me foolproof this infinite …

2 months ago

Inside of mono-red, I would lean more towards Siege-Gang Commander over Seasoned Pyromancer. Then all you need to add to the combo is a way to convert colourless mana to red mana (or a sac-for-red altar) and you have the deck win condition built in.

multimedia on Hail to Kolaghan King!

3 months ago

Hey, for the low budget good job for your first Commander deck.

Consider a Goblin and Dragon theme? This would give your overall deck a more focused theme instead of just playing random creatures such as Diregraf Ghoul and Spinal Centipede. I suggest this because when Kolaghan attacks she pumps any creatures you control and Goblins can make lots of token creatures. This kind of strategy is call go wide. Which means attacking with lots of creatures, a wide battlefield of creatures.

Cards to consider adding:

Other Draw/Tutors

Other Ramp

Other Dragons

Other Goblins

Other Removal

Other Lands

Good luck with your deck.

JRaynor on Alesha, Who Smiles at Death

3 months ago

There are some real sub optimal choices here.

While I love the classic Royal Assassin and Bounty Agent is cool, they both don't work well with Alesha as she reanimates her creatures tapped and attacking. That means these creatures have to not only survive combat but also a trip around the table before they ever get to do anything after reanimation.

They're basically strictly worse than stuff like Ravenous Chupacabra, which you also have in the deck. I'd hunt down some more Enters the Battlefield style effects like the Chupacabra instead of ones that require tapping to activate.

Hanweir Garrison is another really cool card, with Hanweir Battlements but it's important to note it doesn't trigger on reanimation because it enters the battlefield already attacking. Keep it if you just want to trigger the Meld effect, but Something like Siege-Gang Commander is just better if you want to make tokens.

Palace Guard is easily outshone by Palisade Giant or Protector of the Crown.

I don't think Tunnel Ignus is worth playing at all unless you have a friend who only plays Lord Windgrace or Tatyova all the time or something.

Burnished Hart is a fantastic addition to this deck. Often I find it better than Solemn Simulacrum as an early game value engine, because it has the ability to sac itself.

I tried to keep all my suggestions reasonably budget friendly. You've got a real diverse and interesting Alesha tool kit, and I think you can stream line it with minimal expenditure. Have fun playing Alesha! She's my favorite commander.

king-saproling on Awkward Eye Contact with Death

4 months ago

Looks good! You might like these: Herald of Leshrac, Rotting Rats, Palace Jailer (this one is neat because you can sack and reanimate him to exile multiple creatures. opps won't get their creatures back unless they become monarch. he also replaces himself with the monarch draw which is nice), Dark-Dweller Oracle, Mangara of Corondor (activate the ability, then sack Mangara while the ability is on the stack. it will resolve but Mangara will not be exiled), Skullclamp, Pitiless Plunderer, Grim Haruspex, Shifting Shadow, Fanatical Devotion, Bishop of Rebirth, Custodi Soulcaller, Stingscourger, Crackling Doom, Siege-Gang Commander, Bounty Agent

Pabs4444 on Hail To The King

5 months ago

I'd cut some of the dorks for 2-3 lands and either Crucible of worlds or Ramunap excavator. I would cut the alters unless you are running the combos as people will assume you are using the combos if you have them in the deck. If you do want combo, I'd look into combos involving Nim Deathmantle. Grave Titan is a value card that goes infinite with Ashnod's alter + mantle for infinite etb's and dies triggers. Siege-Gang Commander makes tokens, makes the same combo as grave titan, but also nets you 1 creature/2 generic mana. Gravecrawler goes infinite with Altar. Just need another zombie in play. Solemn Simulacrum is awesome in the deck. You may also want a Torment of Hailfire or some other spell to dump a lot of mana (or infinite?) into. Another big mana spell for late game you may want is Casualties of War. You have a lot of removal and synergies, but I would make sure to be able to protect those pieces. Skullclamp is absurdly good in your deck. Not only because you could use more card draw but because it is an amazing card. Turns creatures into cards which them dying gives you even more advantages. Hope some of this helps... Good luck with the list!

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