Siege Rhino

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Tiny Leaders Legal
Modern Legal
Frontier Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Khans of Tarkir Rare
Promo Set Rare

Combos Browse all

Siege Rhino

Creature — Rhino

Trample

When Siege Rhino enters the battlefield, each opponent loses 3 life and you gain 3 life.

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Siege Rhino Discussion

cplvela0811 on Lingering Soul-tai

1 day ago

Miracles-and-Charms-of-Alara:

Thank you so much. The Lingering Souls stops the aggro decks, and Siege Rhino makes for a finisher and a Stubborn Denial boost. It's so fun. My friends play a lot of Affinity, Infect, Burn, Tron, Ad Nauseam, and Merefolk. Aggainst the creature based decks, it is better positioned.

I will take a look at your deck. Hopefully I can help out!

jhunter:

Thank you, my friend. I wish you the best of luck, as well.

BrandonJamesCAC on Abzan flicker

2 days ago

Having recently finished a blink deck, I can give some tested advice.

Looking at your mana base, I can see you're on a budget, as I was. So a color change might not work for you.... but blue is just better than black for flicker.

Green is good for

4x Birds of Paradise

Which are a necessity without

Aether Vial

And 2x MAYBE 3 Eternal Witness

You want white for

4x Cloudshift

1x Momentary Blink

3x Flickerwisp

4x Path to Exile

These decks don't have room for toolbox removal like

Abrupt Decay

Anguished Unmaking

4x Wall of Omens are better

Than Elvish Visionary

And also probably

2x Restoration Angel


Now here is why you want blue.

Evoke

Mulldrifter + Cloudshift

= a 2/2 flyer which sticks and draw 4 cards.

Which can be blinked again with

Flickerwisp etc...

Blue now has

Essence Flux + Spell Queller

I'm sure you can see where I'm going with this.

And finally, even if you stick to these colors, you want MONSTERS to Morph not Siege Rhino

Sagu Mauler

Akroma, Angel of Fury

Which are both practically untouchable from removal.


Typing on phone, apologies for any jumble

Freizeitguru on Elves Gb

3 days ago

Shaman of the Pack is alrdy in this list. I also dislike Selvala, Heart of the Wilds. There are too many Midrange Decks in Highlander which would profit from her first (like Siege Rhino) and then it is unlily to draw a card unless you play something like Craterhoof Behemoth which should win you the game anyway. Maybe play Kitchen Finks instead in a heavy-burn Meta.

TheDuggernaught on Sultai's dead empire

5 days ago

Just running around and asking people to look at your deck by posting on their deck without adding any constructive feedback tends to rub people the wrong way. Just forewarning you for the future.

Your deck is significantly different than the deck of mine you commented on. Luckily, I have played around with Tezzerator. I have not ever brought Sultai Tezzerator to an event, but I have dabbled with it. There are a couple different ways to play it.

  1. Glissa, the Traitor Midraneg. She can be pretty insane with Executioner's Capsule and can generate a lot of value. She also walls off many mid range threats that you might run up against in Tasigur, the Golden Fang, Siege Rhino, Thought-Knot Seer, and Reality Smasher. The downside is that she cannot be fetched or dug for with many of the spells that Tezzerator normally plays (Ancient Stirrings, Glint-Nest Crane, Tezzeret, Agent of Bolas, Tezzeret the Seeker ). To circumvent this, it might be wise to run a more creature heavy shell and use some Traverse the Ulvenwald. Glint-Nest Crane, Vault Skirge, Scrapheap Scrounger, Treasure Mage, Trinket Mage, Snapcaster Mage, Spellskite, Wurmcoil Engine, and Hangarback Walker could all be good additions for a more creature heavy mid range shell with the option of a combo finish. Thirst for Knowledge is great in these shells.

  2. Midrange without Glissa, the Traitor. I feel this is where you list is right now. Not saying that its a bad thing. Its is fine strategy. The traditional UB Tezzerator lists tend to be more combo-focused (which I will dive into in a second), but green gives you a lot of really solid control spells to help grind out a game. I think you have a slight problem though with your shell as it stands. You have about the amount of control as a midrange deck, but no real bombs aside from your combo. This makes you fairly dependent on lucky draws, landing an Ensnaring Bridge and dumping your hand, and/or unlucky draws for your opponent. I played an Esper list a few weeks ago, and I circumvented this by having creatures to help wall off the early game in Spellskite, Hangarback Walker, Vault Skirge, and Glint-Nest Crane while I dug for an Ensnaring Bridge (I ran 3 mainboard) so I can then safely just stall until I land my combo or ult Tezzeret, Agent of Bolas for a win. Thirst for Knowledge is also excellent in these shells.

  3. This one feels weird, but Tezzerator can actually play a bit more aggro if you want it to. I am not sure if Sultai are the best colors for this (Grixis might be best). But Vault Skirges, Darksteel Citadels, and Spellskites with Ensoul Artifact can get scary pretty quick. The upside to Sultai for this plan would be marvelous control suite you can pack that remove things that are in your creatures' way.

  4. Combo/Control. This is what most traditional U/B lists are doing right now. The most common strategy revolves around Whir of Invention and the silly interactions it can have with Pentad Prism. See, Whir of Invention taps artifacts to reduce it's cost and Pentad Prism does not have to tap to give you mana. You can also remove both of Pentad Prism's counters in the same turn. So a single Pentad Prism can essentially tap for 3 mana when trying to play a Whir of Invention. This allows for some pretty explosive starts where you can land an Ensnaring Bridge on turn 2 with only 1 or 2 cards in hand. Ensnaring Bridge is key in these decks as a wall to stall your opponent until you can tutor for your combo. This is where I feel you might want to direct your deck as it fells well with the idea of having no actual creatures and thus blanking your opponent's removal. The straight UB decks often struggle in game 2 as they have difficulty getting rid of Stony Silence. They often try to get around this by playing a Breeding Pool in the main and some Abrupt Decays in the side. But since you mana base will be much more geared to making sure you hit that green mana, you would be able to more reliably get that Stony Silence off the table.

What I am looking to do here for you is to give you a fair list of the sub-archetypes within Tezzerator. If you give me more of an idea of which direction you want to go, I can give much more tailored advice!

ACDAMAN on

2 weeks ago

Don't use Siege Rhino. It doesn't really fit with the token theme all that well

Check out my deckmaking game here!

Moonbar on

3 weeks ago

Sure, and that point is valid. However, I would not qualify Siege Rhino as a value creature, per se. It does not provide card advantage, and only situationally provides card disadvantage to the opponent. If you don't like Big Game Hunter, that is fine. However, I would caution against playing big dumb beater creatures in this toolbox deck. Lets look at the card use based on the deck for a second.

A) It's in your opening hand. You don't cast it until turn 3 or 4, where it Lightning Helixs and eats a removal spell and dies. Useful in that it ate a Fatal Push, but not value.

B) You draw it. Either you're ahead, and it is just a win-more card, or you're behind, and it takes a removal spell and dies. It buys you a turn, maybe.

C) You chord for it. In no circumstance would you ever Chord of Calling for this card. It is just simply so valueless compared to just about everything else in the deck. You can get a good value creature for one less mana, or a Reveillark or Kiki-Jiki, Mirror Breaker for one more mana. It is a bad Chord of Calling target.

If you feel that Big Game Hunter is too narrow, that is a perfectly good way of thinking. I would say that the point of the deck is that it's a bunch of too-narrow cards stuffed in a pile with some fetching abilities, but it may be that Big Game Hunter is still too narrow for that. Even so, Siege Rhino is not the direction you want to take the deck. Do some digging on gatherer for other black creatures with ETB effects in the 3-4 slot and see what you find. But Siege Rhino is meant for midrange, not toolbox.

EDIT: Also, why do you need 3x Surgical Extraction and 2x Slaughter Games in the side? They seem redundant.

tlhunter07 on

3 weeks ago

Here's my argument about MD Big Game Hunter. Even though we play it against E-Tron and Shadow, those are only 25% of the meta. Siege Rhino is just a value card, and can be a beater but doesn't have to be one.

Moonbar on

3 weeks ago

I don't like Siege Rhino in this deck, because it seems more like a grindy midrange beater than a toolbox piece of tech. I'd pull that for a Big Game Hunter.

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