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, player or planeswalker.
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|Commander / EDH||Legal|
Latest Decks as Commander
Outpost Siege Discussion
2 days ago
There are gonna be a lot of suggestions, feel free to choose what you think works best. First a question, what is the purpose of braid of fire, what are you spending the mana on during your upkeep? Be sure to let me know what you think of each suggestion, I am curious to hear your thoughts.
Outpost Siege - Draw, works nice with top so you can guarantee you can cast it
Ignite the Future / Light Up the Stage - Similar to the above, but more immediate. Flashback has won me 3 games in my meta, although my avg CMC is 3.58 so its a bit higher. Light up the stage might be a better fit due to cmc .
Wheel of Fortune - Draw + Nice card you tutored for, I hope you have recursion
Feldon of the Third Path - Useful in an ETB build
Etali, Primal Storm - Not a synergistic suggestion, but a fun, somewhat chaos based one. It's nice to cast a rishkar's expertise for 6 and then drop a memory jar after topdecking Etali and giving it haste with hanweir battlements
Flametongue Kavu - Removal, do note if there are no other creatures it kills itself. Nice with ETB doublers
Imperial Recruiter - Tutor in red? Sign me up! Nice to search for kiki-jiki
Kiki-Jiki, Mirror Breaker + Zealous Conscripts = Both good on their own, infinite together. I know the CMC is a bit high, but I think it's worth it. After all, what's the point of all that ramp if you don't have much to ramp into IMO
Inventors' Fair - Tutor 1/4th your deck, lifegain has helped me a few times.
Nevinyrral's Disk - Enchantment removal/wipe
Skullclamp - Genesis chamber tokens, hell, I've clamped norin sometimes making him cost 7.
Mind's Eye / Memory Jar - I run both, but you might prefer memory jar. I like mind's eye personally because with Honor worn shaku + norin, you can tap norin during each opponent's draw step to draw a card.
Sword of the Animist - Quick Norin, the enemies are coming, grab a sword, now swing.... Norin....where did you go and why is there a land? It's cool when norin swings with the sword and ramps you. Very stable ramp, although the 2 equip cost is a slight pain, the ramp eventually more than makes up for it. I understand looking at your list you prefer artifact ramp, but I think ramping lands is quite helpful given all of the artifact destruction in EDH. Moreover, it's nice with valakut. I've burned people to deal with valakut + sword. Also, Feldon + Burnished heart was a fun little trick, albeit expensive mana wise. Anywise, I digress...
Wayfarer's Bauble - Similar to the above, kind of. Not needed, I like it. Thought it was worth mentioning.
Endless Atlas - Continuous draw is nice to have
Lastly.....not an entirely serious suggestion but Ugin, the Ineffable + Top + Experimental Frenzy / Mystic Forge = Draw your entire deck. With all 3 on field, tap top to draw, then place top on the deck. Mystic forge allows you to cast it and ugin makes the cast free. Rinse and repeat. Forge is obviously a better fit in the deck, Ugin ineffable provides enchantment removal and card draw, both needed. Thought it was cute when I discovered it, thought it was worth mentioning.
I'm looking forward to your detailed response :)
3 weeks ago
Alright, thanks everybody!
Omniscience_is_life, I think impulsive draw like Jeska's Will and Outpost Siege is too dangerous. Though a small chance, if I happen to exile up to three major creatures, I probably won't be able to cast them and I'll lose them completely. Valakut Awakening Flip seems solid, though!
TriusMalarky Wow, Helm of the Host had been on my mind, but I never considered putting in Godo, Bandit Warlord as an alternative wincon. Open the Armory and Axgard Armory are nice! You are right, I don't care too much about tutors because they often limit how the deck works to specific cards. But in this case it makes sense, especially because of the Atla Palani, Nest Tender + Ashnod's Altar + Thornbite Staff combo.
hejtmane Thank you, I hadn't considered these since I have access to green for ramp. I'll check it out. As for Sensei's Divining Top and Scroll Rack , I actually had them in but eventually took them out again and put them into my Yennett, Cryptic Sovereign deck. I feel that topdeck manipulation is not the best approach here.
RambIe, I will put in Maskwood Nexus . Sacrificing a Blightsteel to save it from a Path or Swords - and then triggering Atla to bring in Kozilek, because that Blightstseel was also an egg, that seems like a great idea:) As for Greater Good , if I sacrifice an egg I will draw no cards but discard three, isn't that right? If Atla is removed before she triggers, doesn't that mean I just discard my hand for nothing? Seems a dangerous thing to do... which actually leads me to the question I've never thought about: When Atla is in play and I sacrifice the egg, she triggers. When she is removed with an instant, her trigger remains on the stack, doesn't it?
This was very helpful for me, thank you all!
3 weeks ago
1 month ago
While the effect in essence is powerful, especially for white. I don't think this is a good route to achieve it for white. It becomes too mana intensive to achieve card draw, and the worst part would be to cast this, only to have another player nuke it with a Reclamation Sage or well... a Counterspell .
Personally I always found it a bit puzzling, seeing as white is bad at card draw and mana acceleration, the "solution" is often to pair card draw with high mana costs - either through straight cost ( Staff of Nin , Mind's Eye ) or through activations - like Dawn of Hope .
Red gets their impulse draw on a 4-mana enchantment Outpost Siege with no additional investment and red is the second worst color in Magic to draw cards.
If WotC had made Dawn of Hope with a 1 mana activation, I think it would have been an interesting card. As it is, it's pretty poor. And yes it can create tokens at a very poor rate as well, but that is unrealistic to matter in constructed formats, so that isn't much of a positive.
I believe it would be more interesting to attempt to craft a better solution for white's lack of card draw than simply putting high costs and drawbacks on it.
White has always been a combat focused color and I think it would be appropriate to create at least some kind of synergy that results in card advantage. We have cards like Sun Titan and Bishop of Rebirth that directly reanimates smaller permanents/creatures whenever they attack. However this is bound behind there being anything in your graveyard and seeing how white doesn't deal in discarding, or selfmilling, or having an oversized hand the only way they get cards into their graveyard is by casting them and having them destroyed - or utilize a small array of artifacts like Key to the City .
What if we made other mechanics that combines with White's strengths and ideology?
Now we're just entering brainstorm mode
Remove three Scout counters: Draw a card.
This plays well into white board wide strategies and plays fairly well with their ability to protect their creatures through indestructible and with Reconnaissance .
At the beginning of each opponent's end step, if you didn't lose life this turn, put a counter on WhatsHisFace.
Remove X counters: gain card advantage (draw, scry , self-mill)
At the beginning of your turn, if there are X counters on WhatsHisFace, do A. If there are Y counters, do B (instead or in addition).
It could be
At the beginning of each opponent's end step, if you didn't lose life this turn, put a counter on Lawmaking.
At the beginning of your upkeep, if Lawmaking has at least 2 counters on it, you may have each player mill three cards. Then if it has at least 5 counters on it, you may draw a card. Then if it has at least 10 counters on it, you may return a permanent card from your graveyard to the battlefield.
There's some milling to enable white's reanimation tools, there's straight card draw for a moderate amount of effort, there's a large payoff for having it stick around for a long time that also ties in with the self-milling.
It would be better to restrict the condition to only count combat damage dealt to you, so you cannot just be kept out with a Pestilence or afflict or any kind of non-combat damage that white has limited means to counter. But then again it would require the opponents to play white's game of creature combat to counter this enchantment. That is not necessarily a bad thing, having a card that "forces" the opponent to play at a game white is already pretty good at, and if they don't you reap some benefits.
It could be more interesting if the opponent had to do something to get their benefit.
You draw two cards and target opponent draws a card.
That opponent may pay or have you create a Treasure. If they do, you and that opponent each draw three cards instead.
This means if they want the goodies, they'll have to pay up or grant you some additional benefits to get their part - both prosper the most when they are willing to give fair compensation.
The catch-all with the Treasure could be removed so the White player can choose to just draw 2 and have an opponent who can't or wont pay the draw 1. Pretty similar to Divination but that card is already seen as poor in blue - at least in the Commander format.
However the Treasure token does present itself as a possibility for white early mana ramp in addition to the card draw, if you target someone who cannot pay the mana. The choice between giving the caster a Treasure and netting two cards for yourself is a deal that most players would take.
Anyhow, that's just a brainstorm on ideas how to give white some card draw/advantage mechanics that ain't just plastering high costs on a card draw engine. I would love to see some more creativity in that direction.
Not to discredit your suggestion Mcat1999, it is a strong card for multiplayer formats, but I also feel like it is a trap. Both in terms of gameplay and in design. The latter mostly because simply gating card draw behind mana requirements is just attempting to fix one of white's issues by forcing them to do something else they are poor at performing.
1 month ago
I'm thinking about ideas to add some kind of impulsive / extra draw - the mana gen here is officially in great shape, now its a matter of expanding the options available. Right now, here's what I'm considering:
I'm also wondering about Night's Whisper - getting efficient card draw is just that much more important with the mana gen feeling more consistent.
1 month ago
Overall, your deck looks good! It looks like you have 2 Siege-Gang Commander in your list. A couple cards you might want to consider in its spot might be Molten Echoes or Goblin Gardener (more meta call if you have troublesome lands in your meta).
I also run Alesha, & she's one of my favorite commanders. Check out the list on my profile if you're interested.
1 month ago
1 month ago
Hello! Sorry for the late reply, had some issue with my service provider.
So let's see, I think I've considered most of these already, they are all really cool ideas, the main issue is making deckspace for them. Do you see anything that sticks out to you as potential cuts? Aftershock has generally been really good, people don't see it coming and being able to hit a broken land if needed is really powerful.
Sensei's Divining Top : the main issue here is $$, I actually bought a copy not too long ago, but I put into my Titania, Protector of Argoth deck as it's just way too good there to go anywhere else. Feel free to check it out, The Entmoot if you have any interest. When I feel I can justify buying another copy, of course I will highly consider it for this deck.
Ignite the Future : THIS is interesting and I had not considered it. Nice little synergy you pointed out there with Top as well. Great tip! I'll definitely give it a try when I get the chance.
Jeska's Will : You're right, this should probably have a slot. Again, what to cut, if I shave anymore from the goblin package I don't think it's worth running them anymore.
Zealous Conscripts : Precisely not in here because it combos with Kiki a bit too easily! I'm just not a huge fan of infinite combos in EDH that are too easy to pull off, and I have so many ways to search for Kiki.
Dockside Extortionist : You're right, this guy would be totally nuts, but it comes down to $$ and I'm kiiinda hoping on a reprint before I splurge, we'll see how long my patience lasts heheh.
Homeward Path : Absolutely if I find a slot for the Humble Defector this would be so cool. Again, slots. But perhaps I should prioritize the defector more than I currently am, haven't really tried it out, should try to proxy it up, but you know, not much going on where I live unfortunately on the gaming side because of covid :/
Outpost Siege : it's cool and I definitely considered it, but I think there are other value/ping options that are far better, though the utility of being able to choose is nice ofc. I think if I do find I need another ping-style card this will be the go-to.
Thanks for your thoughts and such a in-depth comment on my deck. Really useful and appreciated!
Edit: I was gonna edit my own comment but deleted your original one by mistake! Ooops! Also I did not realize that Confusion in the Ranks triggers in that matter and neither has anyone in my group ever noticed hahah! But I think this just makes the card even more interesting, so thank you for pointing it out.