Frontier Siege

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Frontier Siege

Enchantment

As Frontier Siege enters the battlefield, choose Khans or Dragons.

• Khans — At the beginning of each of your main phases, add to your mana pool. • Dragons — Whenever a creature with flying enters the battlefield under your control, you may have it fight target creature you don't control.

PhyrexianHellkite on 50$ Budget The Ur-Dragon

4 months ago

I have tested creatures/cards like that in the past and don't like the staying power or what they are adding to this deck. The creature versions get board-wiped the fastest and don't tend to extend the deck past extra mana available, so I prefer to start getting bigger game impact dragons out and only ramp via land ramp and some artifacts. Mainly to help with my mana fixing, draw, and one sided board-wipes. See the list of cards that those would not interact with other than Scaled Nurturer, that one gets the dragon pass but not card draw and would take up one of the 30 dragon slots. Garruk's Uprising, Elemental Bond, Frontier Siege, Wrathful Red Dragon, Silumgar, the Drifting Death, Rith, Liberated Primeval, Miirym, Sentinel Wyrm, Lathliss, Dragon Queen, Kolaghan, the Storm's Fury, Ganax, Astral Hunter, Firkraag, Cunning Instigator, Dromoka, the Eternal, Bladewing the Risen, Atarka, World Render, Haven of the Spirit Dragon, Relic of Legends, Jade Orb of Dragonkind, Carnelian Orb of Dragonkind, Crux of Fate, The Ur-Dragon

So 20 cards or 1/5th of the deck that those would not extend or interact with. Here is a link for some statistics for mana reducers that basically says if you can play cards every turn and use all mana you have as well then they work the best in those types of decks.

Is it worth it to play cost reducers in MTG EDH commander? https://www.youtube.com/watch?v=prltKyeJMKI

Form about this topic https://www.reddit.com/r/EDH/comments/b3stji/cost_reducers_vs_ramp/

Thanks for the comments! Hope this gives some insight on my deck building/playing style and if you run those mana dorks/cost reducers, I think cards like can help and, I do run them in other decks with less colors or better card draw. I do think a commander like Tiamat would benefit from those to help play the tutored cards after cast and help commander tax to recast it and refill your hand. The main thing I consider is what am I swapping, and in this deck and it's mana fixing for a 5 color deck on a 50$ budget, or a potential dragon slot for a deck that wants dragons on the field attacking to start getting ramped up.

I will continue to update this deck and work to give better descriptions of my other decks as well as I build and update my commander arsenal!

debuf on infinite rats

9 months ago

ok, I just play against my friend with the dragon deck and I think it might need some more mana producers or cheap fear.

His commander is Atarka, World Render, and here are some cards that I now know are in his deck: Foe-Razer Regent, Furnace Whelp, Rapacious Dragon, Atarka Monument, Frontier Siege, Vandalblast, Sweltering Suns, Talisman of Impulse, Akoum Hellkite, Harbinger of the Hunt, Dream Pillager, Sol Ring, Dragonmaster Outcast, Dragonspeaker Shaman, Savage Ventmaw, Dragonlord's Servant, Tyrant's Familiar, Thunderbreak Regent, and Drakuseth, Maw of Flames.

eliakimras on Ur dragon, need recommendations

10 months ago

Hello! I saw your deck help tag and wanted to give some insight.

I don't run Miirym as commander, but I do have her in the 99 in Smashing Faces with the Ur-Dragon, and she always pushes me to victory whenever she's allowed to stick on the battlefield.

Some areas you might want to change to improve your consistency:

1 - Ramp

2 - Draw/Haste

3 - Removal/Boardwipes

4 - Protection

5 - Card draw

6 - Better threats

7 - Some utility lands you might want to run

TypicalTimmy on Double dragons

1 year ago

Mind if I ask how you got Atarka to say "thick"?


As for Miirym, what I do is go for a three-pronged approach: Ramp (excluded, all decks should have ramp), ETB effects, draw and doubling or copying effects.

Miirym at her core is a value-driven Commander. You want each spell to have weight and merit. That weight might not be immediately accessible, but your ultimate goal should be to overwhelm and overpower. Yes, you are prone to wraths, rifts, counterspells, prisons, taxes, etc but that is really a problem that belies all decks, indeed all formats. Though, some to a lesser degree. Regardless, the key here is saturation.

For example, Miirym will create a token copy of any dragon that enters the battlefield under your control, yes? Therefore, spells and permanents that take advantage of this will reign supreme. I see you have Dragon Tempest and Warstorm Surge, so you're off to a good start. As do you have Garruk's Uprising and Temur Ascendancy.

So fundamentally you already understand the core concepts of Miirym.

I see you also have Adrix and Niv and Reflections. These are a good start. The issue here is that just 2 cards out of the whole deck are going to largely be unseen throughout multiple games. You want consistency. Cards such as Parallel Lives or Doubling Season work really well, as does Progenitor Mimic.

My decks also run a much more dense population of ramp in the way of mana rocks, also. Drawing cards does no good if you can't cast them. Speaking of which, Sneak Attack doesn't require you to cast the dragon, but she will still copy it. That's something to consider.

A really good closer is Furnace of Wrath or anything that can double your damage. I see you have Atarka, World Render which is a great addition especially in and against pronounced aerial combat scenarios. However, being able to stack doubling damage is also a wonderful thing.

My particular deck relies heavily on ETB damage effects, which can be used to clear the way for assaults. Since my Dragons have numerous ways to garner haste, it means that I can decimate threats, then attack my opponent's life points directly - oops, wrong tcg

A wonderful addition is Frontier Siege for this very reason. While it does risk my own dragon dying, it also is wonderful removal in general. Notice that it is a "may" ability, which means I do not have to allow my dragon to die to a much larger threat. Then again, if Miirym is in play, I'm effectively getting 2 spot-removals for the price of one. Alternatively, if I am against a faster opponent or a combo-centric deck, I can always choose Khans and opt to add instead.

A wonderful addition to the deck, I see you have Savage Ventmaw and Klauth, Unrivaled Ancient is Old Gnawbone. Don't be afraid to add more legendary dragons to your list, because the clone copies that Miirym make are specifically listed as non-legendary, which I feel is where her true power comes from.

Speaking of which, one supremely strong utility creature in the deck is Hellkite Tyrant. Since EDH players make large use of artifacts, but artifact removal is scarce, you can take full advantage of this and steal their toys right out from under their noses. You also gain the ability, with haste, to strip the resources of two opponents at once! And if you make an additional token copy, you can hit all three and be miles ahead of the competition.

Just realize that a well-oiled Miirym deck will make you public enemy #1. Expect some archenemy matches in your near future. And don't be surprised when players hold grudges and retaliations against you. I once played against a guy who singularly focused on me for an entire game, despite me doing literally nothing because I had no ramp and wasn't drawing into lands. But that's a story for another day.

TypicalTimmy on Building the stack properly to …

1 year ago

Okay, I'm playtesting Miirym, Sentinel Wyrm in my kitchen and have the following boardstate:

Because I +1, creature spells I control can't be countered this turn. So I tap out and cast Astral Dragon with the intention of copying Frontier Siege

When Astral Dragon ETB, I have multiple items land on the stack at once. In particular;

  • Miirym seeks to make a token copy of Astral Dragon
  • Adrix and Nev seek to use their replacement effect to modify this
  • Frontier Siege is looking for a target to fight
  • And Astral Dragon is also looking for a non-creature permanent to copy, twice

I want to maximize the fighting, so I put Frontier Siege on the stack first, so it becomes the last thing to resolve

Next, I want to figure out how to order the rest so I have the most fight triggers going off.

The issue is, the token copy of Astral Dragon will enter the battlefield, and it will be duplicated thanks to Adrix and Nev. So I'll have two brand new Astral Dragons, both of which are looking for 2 non-creature targets to copy.

And let's not forget Adrix and Nev are also seeing these 3/3 Dragon token and will make even more of them. So each Astral Dragon will populate 4 total tokens of Frontier Siege.

With three Astral Dragons, that is a grand total of 3(4)=12 Frontier Siege 3/3 Dragon tokens.

(I could choose Khans for all of it and land 24x mana during the beginning of EACH of my main phases, but where's the fun in that)

So, my question is, how can I stack this monstrosity to maximize the number of fight triggers?

Because while they are 3/3s, in a pinch it's a good secret wrath that I just discovered, if need be.

Hexapod on Draconic Rager

1 year ago

I have a lot of ideas for you, but it depends how much budget you want to allow for this upgrade. I see you are contemplating Old Gnawbone, so I will assume you are ok with some suggestions being on the pricey side.

As dragons go, Scourge of the Throne would be a nice addition. I also like Balefire Dragon.

Dragonmaster Outcast is a good value for the low cost.

Every good tribal deck in red needs Shared Animosity.

Other pieces I would contemplate for ramp and draw are The Great Henge and Frontier Siege.

Hope this helps!

Phule451 on Dragons of Baldur's Gate

1 year ago

Comet Storm could be a great way to spend all that mana you’re gonna have. Tyrant's Familiar is a nice pay off, especially if you only have your background out. Budget didn’t seem too much a barrier for most of your other choices so I’m surprised not to see Ancient Copper Dragon as it fits Dragons, treasures, and Bauldur’s Gate all wrapped up into one card. Frontier Siege is another one to look into. Lathliss, Dragon Queen and Dragon Broodmother will help you pop out more dragons to get more treasures.

TypicalTimmy on Card creation challenge

1 year ago

Remember a while ago where I made Zaren, Silverback Ironfist? The Ape Berserker who revolved around the Fight mechanic? So I built a deck and he was way to powerful. Every single creature spell becoems removal. Even when I nerf him, dropping it from two +1/+1 counters when the creature survives down to just a single +1/+1 until end of turn, everything just decimates the boardstate. Dropping a Hornet Queen just wrecked a game I was playing in. Because he is a custom commander, I have the deck here on Tappedout and I have the browser tab open. My current boardstate (after winning the game) looks like this:

Oh, right. I also have 5x Forest in play, 4x Mountain, Gruul Signet, Mox Amber, Mana Crypt and Arcane Signet. Das a lotta mana, man!

  • It's my Turn 9.

Game ended with me at 24 life.

Took down The Ur-Dragon, Mikaeus, the Unhallowed and Maelstrom Wanderer.

Poor Ur-Dragon died twice to my fights; Once to Akroma, Angel of Fury after she triggered a second time since The Ur-Dragon is both white and blue, she couldn't deal damage back. So when Akroma dealt 6, she got +1/+1 until end of turn and I had her fight again with Hunt the Hunter, since The Ur-Dragon is green. Later, Hornet Queen made short work of it, again.

I think I vastly underestimated the power of the Fight mechanic, and now I understand why we do not have a Fight Commander. T-T


Challenge Dominance

Enchantment

At the beginning of combat on your turn, you and target opponent may each reveal cards from the top of your library until you both reveal a creature card. If you do, they enter the battlefield tapped and fight each other. Put the rest of the revealed cards on the bottom of their libraries in a random order. If one creature survives, it remains on the battlefield. If both creatures survive, their owners shuffle them back into their library.


Wild T-T

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