Outpost Siege

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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
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Outpost Siege


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 target creature, player or planeswalker.

shadow63 on How Good is Temple Bell?

3 months 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?

3 months 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

7 months 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

7 months 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.

seshiro_of_the_orochi on I don't know what's going on, but it is

1 year ago

This is a very cool list, I really like the idea here. I also have some suggestions for you:

Syr Carah, the Bold could be additional card draw for you. Passionate Archaeologist will be a constant source of damage. Tavern Brawler and Outpost Siege draw additional cards.

You already have Blazing Sunsteel + Brash Taunter/Stuffy Doll, so that's an infinite combo you can use to win. Coalhauler Swine is another "masochist" creature. Chain of Plasma can turn your hand into fuel, and the empty hand is something you could utilize via Ghirapur Orrery. One final creature to include is Stormwild Capridor.

plakjekaas on Why is WotC Introducing a …

1 year ago

We also already have enchantments with modes: Outpost Siege

Fair to say, a siege is a kind of battle, so it's not impossible, but with the dual-faced suggestion, and the fact that it's an entire new card type, I hope a battle is more than just an MDFC enchantment.

SacredAtsira on A Solid 4/10

1 year ago

Maaloufler I didn't even know that Throes of Chaos existed but I do like it a lot, certainly something for me to consider grabbing.

Possibility Storm is a divisive card in the groups I play in, while amazing, it would generate a lot of unwanted salt from a deck that wants to for the most part, appear goofy and janky.

Chandra, Fire Artisan I'm hesitant to add but has been in considerations before, just because I am unable to protect her, though she does come with built-in protection of sorts, and Outpost Siege I like, I just ran out of room for those such effects to be honest, something had to be cut.

Having said that, what 3 cuts would you personally make for Throes, Chandra and Siege?

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