Outpost Siege

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Alchemy 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
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Outpost Siege

Enchantment

As this 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, this deals 1 damage to any target (creature, player, planeswalker or battle).

Profet93 on I have a bad feeling about this

6 months ago

Siege-Gang Commander - Expensive but might be worth considering.

Feldon of the Third Path - Reuse ETB synergies

Flametongue Kavu - Removal on a creature

Humble Defector - While not ETB, gives you draw which you really need in red. it's a political tool and works best with Homeward Path, the other political tool, especially useful against GY decks that take your creatures

Zealous Conscripts - Super helpful on it's own and can combo with Kiki-Jiki, Mirror Breaker. Kiki adds so much value on it's own as well

Terror of the Peaks - No explanation needed

Curse of Opulence - Politics + useful with Norin.

Outpost Siege > Vigilante justice - Different modes and while it works differently, it's almost the same. Card draw is very important in red EDH

Warstorm Surge - No explanation needed

xraider on Norin Naughty Nonsense

6 months ago

I have a few fun cards that have great synergy with Norin. Maybe interesting to check out? Altar of the Brood, Gimli of the Glittering Caves, Molten Gatekeeper, Vigilante Justice, Witty Roastmaster, Outpost Siege, Pandemonium

shadow63 on How Good is Temple Bell?

1 year ago

I say Phyrexian Arena and Outpost Siege are both much better options unless your deck wants to give your opponents resources

SteelSentry on How Good is Temple Bell?

1 year ago

I love playing one or two group hug cards in all my lower power decks, but there's better options that have been printed. Pendant of Prosperity is a personal favorite, either allying with one player or giving the player in last place a Faustian deal to get them back in the game, for a price. Share the Spoils isn't good for every deck with red, but plenty of decks play cards that aren't too tempting, and when the pool is mostly your cards it plays like a discount Outpost Siege.

Optimator on Harry Du Bois Catchin' Cryptid Critters

1 year ago

Underrated commanders. Very fun.

Passionate Archaeologist works for all spells, so perhaps if you want to add more draw later you could consider Visions of Phyrexia, Outpost Siege, and Urabrask, Heretic Praetor. Green has tons of draw these days, but having a few effects that impulse-draw might be worth it. Reckless Impulse and Wrenn's Resolve are very efficient too.

Optimator on Anarchy Burger

1 year ago

Pain Distributor - decent ramp, deals significant damage if your opponents use the treasures. Emergency blocker

Path of the Pyromancer - decent card selection

Urabrask's Forge - not an instant/sorcery but a strong repeatable source of damage

Vindictive Flamestoker - slow, but could draw you cards.

Solphim, Mayhem Dominus - mega power increase. 'Nuff said

Auntie Blyte, Bad Influence - could be good if you have a lot of symmetrical effects

Visions of Phyrexia - you can't utilize the Powerstone too well, but it's a free card each turn like Outpost Siege

Urabrask, Heretic Praetor - more impulse draw with a bit of a penalty to your opponent. Not as good of a blocker as the other Urabrasks with no first strike

Mishra's Command - modal, damage and card selection

Mechanized Warfare - not as good as all your other options for Torbran redundancy/damage enhancement

Brotherhood's End - modality is nice

The Red Terror - strong synergy with all the damage you're throwing around

Let the Galaxy Burn - an option for a board-wipe.

Khârn the Betrayer - chaotic, draws cards potentially

Jaya, Fiery Negotiator - strong synergy, has the misfortune of being a planeswalker. RIP

Rhadamanthus on Fumiko the Lowblood

1 year ago

I feel like getting things rolling before too many turns pass is still the weak point. More ramp and/or early game plays would probably help. In terms of budget, I’m not looking to spend a whole lot on making more changes. The high-dollar cards that happen to be in here are mostly just luck from the things I’ve been able to collect while playing for almost 30 years.

Right now the draw is limited to the “impulse draw” effects like Outpost Siege, Chandra, Torch of Defiance, Oracle's Vault and Experimental Frenzy. I agree a wheel or two in here would help. I know I have a couple Wheel of Fortune in a casual goblin deck that doesn’t get much play. For some reason I thought it was banned in Commander. Do you think Elkin Bottle is any good or is it too clunky?

I agree with your suggestions for Mind Stone and Ancient Tomb. I’ll dig around and see if I already have any extras. I think a Fire Diamond might be good as well.

I think I’ll keep Experimental Frenzy. It’s great as a mid to late game Future Sight when I start running out of things to do.

Load more
Have (1) metalmagic
Want (1) ZBrannigan