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.
|Have (3)||sonnet666 , DoctorDax , metalmagic|
Printings View all
|Commander 2020 (C20)||Rare|
|Commander 2017 (C17)||Rare|
|Fate Reforged (FRF)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Outpost Siege occurrence in decks from the last year
Commander / EDH:
All decks: 0.03%
Outpost Siege Discussion
2 days ago
1 week ago
Humble Defector - Khorvath's Fury - Vance's Blasting Cannons Flip - Tormenting Voice - Faithless Looting - Cathartic Reunion - Thrill of Possibility - Outpost Siege - Wild Guess - Shreds of Sanity - Staff of Nin - Farsight Mask - Tamiyo's Journal - Seer's Sundial - Ghirapur Orrery - Loreseeker's Stone - Magnifying Glass
Not owned but worth considering:
I really like Chandra, Flamecaller. Seems like planeswalkers would be hard to defend though?
2 weeks ago
First i think Chandra's Ignition would be good. Targeting your commander you will gain a bunch of life.
Also would consider Sunforger and Weathered Wayfarer as general goodstuff.
If you want more card draw, you probably know your options are limited in boros but Outpost Siege, Temple Bell, Endless Atlas, Thrill of Possibility, Reforge the Soul, Magus of the Wheel, Humble Defector can be playable depending on how badly you want cards.
1 month ago
I think you're right since Hushbringer can stop general "leaves" triggers like Outpost Siege if the creature is leaving by dying, but just to be clear: the reason I'm confused about Overburden is because even the oracle text says
"Whenever a player puts a nontoken creature into play, ..."
instead of e.g.
"Whenever a nontoken creature enters the battlefield, its controller ..."
1 month ago
Maybe cut Bonfire of the Damned since the miracle ability can be hard to pull off.
I feel like Inferno costs too much mana for what it does.
Explorer's Scope can probably be cut from the deck.
Mobilization seems unnecessary for what the deck wants to do.
Incite Rebellion relies too much on other players having a big board of creatures when you are trying to burn away the board with a lot of your red spells.
Rolling Temblor just doesn’t seem good either for 3 mana.
1 month ago
I think overall I really enjoy Superfriends, but it's also a rather weak deck that requires a lot of interactions. It struggles the most to find synergy between everything and you are almost entirely forces into green for Doubling Season. What really helps is Proliferate, Oath of Teferi and The Chain Veil as well as Atraxa, Praetors' Voice. Several Ajani place counters, there is Oath of Gideon, The Elderspell, etc as well.
But nothing in red. So here's one for red, to help assist it.
Exile a nonland card with converted mana cost 3 or more from your hand, : Put a loyalty counter on each Planeswalker you control.
Red has been showing love for exile matters lately. Act on Impulse, Apex of Power, Commune with Lava, Dream Pillager, Etali, Primal Storm, Furious Rise Hazoret's Undying Fury, Ignite the Future, Light Up the Stage, and now the newest edition of Lukka, Coppercoat Outcast.
And it all began with Outpost Siege :)
Make another mono-red exile matters card.
1 month ago
Board wipes that seem "on theme" and white "ramp" to consider. Kaya's Wrath Fumigate Retaliate Austere Command Decree of Pain Martial Coup Merciless Eviction Descent of Dragons Angel of the Dire Hour Magister of Worth Sunblast Angel Boreas Charger Oreskos Explorer Surveyor's Scope Solemn Simulacrum Sword of the Animist Verge Rangers Smothering Tithe Sword of Feast and Famine Dowsing Dagger Flip
Queen Marchesa doesn't have a clear single way to build so you have lots of options. However, I feel like said you want to play her like the Kween she is and create a royal court full of politicin' and group interaction to make all the boys whine. I don't think you want to discourgage people from taking the monarch from you, more encourage them to swing others IE: NO Ghostly Prisons, YES Teysa effects. Punish the ones who swing you only after the fact and reward the ones who swing others. There is a lot listed!
You will also want to get retake the throne each turn and lets face it, the Assasin's won't always get through Dauthi Embrace Dauthi Trapper Nether Shadow Nether Traitor Soltari Visionary Changeling Outcast Tormented Soul Break Through the Line Ferropede Gingerbrute Key to the City Whispersilk Cloak Trailblazer's Boots Zhang He, Wei General Yellow Scarves Cavalry Wei Night Raiders Wei Scout Xiahou Dun, the One-Eyed Lu Bu, Master-at-Arms Guan Yu, Sainted Warrior Shadow Alley Denizen
Finally here are some other fun interactions befitting the royal court. Crown of Doom Kor Haven Cathars' Crusade Electropotence + Pandemonium (Nasty with deathtouch) Field of the Dead Mentor of the Meek In the Web of War Mace of the Valiant Ogre Battledriver Orc Sureshot Mathas, Fiend Seeker Master of Cruelties Anya, Merciless Angel Tree of Perdition Alesha, Who Smiles at Death Ashling, the Extinguisher Azra Oddsmaker Aurification Bloodforged Battle-Axe Contested War Zone Thaumatic Compass Flip Dread Elbrus, the Binding Blade Flip Iroas, God of Victory Aurelia, the Warleader Gisela, Blade of Goldnight Five-Alarm Fire Hellrider Hixus, Prison Warden Larceny Necropolis Regent No Mercy Phage the Untouchable Quietus Spike Skeleton Key Throat Slitter Varchild, Betrayer of Kjeldor Vraska, Scheming Gorgon Scourge of the Throne Akroan Horse Captive Audience Goblin Spymaster Forbidden Orchard Clackbridge Troll Hunted Dragon Hunted Lammasu Hunted Horror
Theme directions to explore? Lifegain to stay above the swings? Angelic Chorus Answered Prayers Anointer Priest Authority of the Consuls Ayara, First of Locthwain Daxos, Blessed by the Sun Healer of the Pride Impassioned Orator Pious Evangel Flip Soul's Attendant Soul Warden Archangel of Thune Suture Priest Ajani's Welcome Dawn of Hope Deathgreeter Exquisite Blood Epicure of Blood Falkenrath Noble Karlov of the Ghost Council Noble Purpose Righteous Cause Sanguine Bond Searing Meditation Seraph Sanctuary Serene Steward Shattered Angel Spirit Loop Sun Droplet Vizkopa Guildmage Well of Lost Dreams Alhammarret's Archive Licia, Sanguine Tribune Ayli, Eternal Pilgrim Eternity Vessel Chalice of Life Flip Resolute Archangel Storm Herd Felidar Sovereign Divinity of Pride Serra Ascendant
Aristocrats of the Court (slow life drain strategy)? Bastion of Remembrance Corpse Knight Impact Tremors Purphoros, God of the Forge Blood Artist Zulaport Cutthroat Outpost Siege Bontu's Monument Brutal Hordechief Campaign of Vengeance Cliffhaven Vampire Cruel Celebrant Kambal, Consul of Allocation Polluted Bonds Retreat to Hagra Vindictive Vampire revenge Sorin, Grim Nemesis Judith, the Scourge Diva Stalking Vengeance Syr Konrad, the Grim
1 month ago
I'm glad to help! Too many people fall into the trap of thinking that Boros doesn't have options for ramp and card advantage because that's what they heard. Let me give you a quick primer to ramp and card advantage in Boros, then tell you what I think might be good for your deck. I'll be giving one example for each category, but be sure they aren't the only examples possible. Ramp: When it comes to ramp, there are always more mana rocks you can run. Outside of those, White ramps from behind with cards (lots of them creatures too!) like Knight of the White Orchid or the new Squadron Hawk. Red either ramps with temporary mana (Mana Geyser-like ritual effects) or lately, with treasure tokens (Captain Lannery Storm).
Card Advantage: Boros relies on Red and Artifacts to gain card advantage. White does struggle to generate card advantage, so you have to get creative in mono-white. We're playing Boros here though, so we don't have to worry about that. 1) Wheel effects are red's traditional draw effects. Wheel of Fortune is the original, but expensive. A creature human version though is Magus of the Wheel! 2) Red's new type of advantage is impulsive draw. Stuff like Light Up the Stage or Outpost Siege. Experimental Frenzy is you want to be crazy. 3) There are many great equipment that can draw you cards. Mask of Memory or Sword of Fire and Ice are the best ones, but not the only ones. 4) Wizard's has printed some interesting generic artifacts that draw cards. Tome of Legends is a good one for decks that like to attack. In addition to these main 4 ones, you have red's ability to filter through cards with stuff like Tormenting Voice. Not card advantage, but good filtering. White can also do some cool reanimation with stuff like Sevinne's Reclamation or Brought Back. Then there are select White cards that pay you with card draw for doing stuff White likes. You've got one in already, Mentor of the Meek.
With your deck, you like creatures and you like attacking. You seem to be able to dump your hand out pretty easily, so that makes wheels really good. Light equipment could also help since you like attacking.
Hope this helped!