Siege Rhino

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Frontier Legal
Vintage Legal
Modern Legal
Casual Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Khans of Tarkir (KTK) Rare
Promo Set (000) 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.

Price & Acquistion Set Price Alerts

KTK

000

Ebay

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Siege Rhino Discussion

Emzed on naya rush-burn

2 weeks ago

An opponent doesn't need many basics in their deck to benefit from Old-Growth Dryads, and most decks have at least two, which is enough. It's all about that one extra land they get in the early turns, which helps them cast backbreaking spells like Thought-Knot Seer, Siege Rhino, Collected Company or Supreme Verdict ahead of time. Enabling that is very dangerous, and just unnecessary when you could run Wild Nacatl instead.

JoshFox on Selesnia Aggro

3 weeks ago

A less expensive solution is to main board a play set of Kitchen Finks and Siege Rhino. Between their life gain and Voice of Resurgence's annoyingness Burn will not be a problem and you can save yourself $75. Oh, and Dromoka's Command is awesome against Burn. Bring in all 4 when you play them if you don't already. Not only does it deflect a spell but it also targets Eidolon of the Great Revel, Shrine of Burning Rage, and Blood Moon.

Spazik008 on Sultai Midrange. Fair, diverse and fun.

3 weeks ago

opting for Opt is going to be a massive gain for this strategy, people are drastically underestimating how valuable it is to be able to hold up both a counterspell and card advantage on the opponent's turn. I think not having Snapcaster Mage is right here. It's a very good card, obviously, but there are better things you can be doing. You don't have Lightning Bolt, Path to Exile, or Cryptic Command, and the value of Snapcaster decreases without powerful instants and sorceries to go alongtside him. Stubborn Denial is pretty good with Snapcaster in a Gurmag Angler style deck, but again I think not including him is right here, mainly because you're Sultai and there's just other stuff to do in general.

The one critical note I would give is that I think the split on Gurmag Angler and Tasigur, the Golden Fang should be reversed. For every game you're garnering card advantage through his ability, there are going to be twice as many games where you're killing an opposing Siege Rhino or just attacking your opponent for lethal. That extra point of power can make a big difference between winning and losing.

JoshFox on Abzan Beatdown

3 weeks ago
  1. Noble Hierarch
  2. Loxodon Smiter
  3. Siege Rhino, Loxodon hits for 5, Rhino for 3 (8 total damage)
  4. Wilt-Leaf Liege, Noble for 1, Loxodon for 6, Rhino for 6 (21 total damage)

This was my old game plan. You may have seen it online as Jacob Wilson's Abzan Wilt-Leaf build. It is awesome against Burn, Midrange, Death's Shadow. But it can't get over the hump against Control and just flat dead money against Combo.

I'm buying what you're selling, but I'm looking to use the 8 spots I had dedicated to mana dorks (so I can play a turn 2 Loxodon, turn 3 Rhino) into more disruption to handle my bad match ups. I think it will, but the question is will my good match ups still be good?

phDaemon on Abzan Beatdown

3 weeks ago

If cutting MB, I would probably cut 1x Wilt-Leaf Liege, 1x Loxodon Smiter 1x Siege Rhino and then MB the 3x Souls.

If you wanna go for 4, you may get a way with cutting a land since your curve is very small, and I've run aggro decks with similar curves on 21 lands in standard with much slower dual lands.

JoshFox on Selesnia Aggro

3 weeks ago

I love this deck! You are here so I assume you want feedback. I would consider Noble Hierarch, Kitchen Finks, Siege Rhino, and Wilt-Leaf Liege. Also, you need to get in on the fetch lands like Windswept Heath and fast lands like Razorverge Thicket. Also, you may want to go down to 3X on the Stirring Wildwood. Remember the key to speed is hitting you land drops every turn for the first four turns.

Check out my take Abzan Beatdown. I'm no expert, but I think you can get some good mana ideas from my list. While you are there I would love some feedback!

I splashed the black and slowed it up to more of a aggo/midrange. I was running almost your exact game plan before and couldn't make it past combo or control with great consistency. So i evolved...

TheRedGoat on Pattern Recognition #45 - We ...

3 weeks ago

"I'm not sad to see it gone, but neither am I going to be holding my breath for its return."

So you're doubly okay with it being forgotten?

I mean, you did supposedly come up with this article at the last minute, so I can't fault you for it being a little short, but couldn't you have explored more what the mechanic could have been since you don't have examples of it exactly outside of the block it appeared in?

Like why not examine how some colors got x-effect out of it and why others didn't. Compare and contrast the cost difference that some creatures had across the color spectrum for the same effect. Maybe bring back the whole preview deck thing you do with some articles that basically showcases the mechanic or card you're talking about?

I'm sorry if I sound like I'm tearing into you here, but I really liked heroic when it came out, so I'm a little miffed that your article hear kinda treats it like it was nothing just because it hasn't been used in another block (which is likely more tied to the non-generic name I might add). I especially enjoyed how it encouraged players to be flexible in their card choice and go for less "my creature is overpowered and will kill you now" and more "my creature has grown more powerful than yours over time so now I've got you". At least that is how I saw it.

And then we got Siege Rhino....Damn you WotC.

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