Outpost Siege

Outpost Siege

Enchantment

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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Legality

Format Legality
2019-10-04 Legal
1v1 Commander Legal
Duel Commander Legal
Modern Legal
Leviathan Legal
Oathbreaker Legal
Legacy Legal
Block Constructed Legal
Unformat Legal
Commander / EDH Legal
Canadian Highlander Legal
Tiny Leaders Legal
Pioneer Legal
Custom Legal
Limited Legal
Vintage Legal
Highlander Legal
Casual Legal

Outpost Siege occurrence in decks from the last year

Latest Decks as Commander

Outpost Siege Discussion

jakeyuki12 on Aurelia Angel Tribal

6 days ago

Don't listen to this guy above me when it comes to card draw in Boros colors^^^^^^^.

Boros only has a problem drawing cards comparatively. Yes, the other colors are better at it, but that doesn't mean Boros is bad at it. At least not anymore, Wizards of the coast has worked wonders in recent years in giving Boros a TON of draw options. They mostly come in the form of

a) wheel effects (similar to Wheel of Fortune , or the less expensive Wheel of Misfortune ).

b) impulsive draw (similar to Outpost Siege or Light Up the Stage ).

c) Monarch (this is a good one the guy above me suggested).

d) Equipment- Mask of Memory is a great card, and similar cards to it.

Grind on Elsha Storm

1 week ago

sweet deck!!! this looks like a blast to play!!!
here are some quick thoughts...
Basalt Monolith seems like a shoe-in and you already run rings of brighthearth so it goes infinite.
Sensei's Divining Top is expensive, but if you can afford it, it's great with your commander and when you have rings + basalt, you can draw your whole deck.
given your artifact theme, Unwinding Clock seems great, like it would go great with staff of domination and empowered autogenerator which you already run. Blinkmoth Urn is another option for more mana generation, im not a huge fan of it b/c it can help your opponent too, but some people like it.
you might consider Artificer's Intuition , early game you can discard your high CMC artifacts to get useful things like sol ring and your artifact lands. you could even get Expedition Map to get Academy Ruins , and then you can get your artifacts back from your graveyard.
another thought, i would not run endless atlas in a 3-color deck. generally there is a low chance you get 3 basics of any one type, so most likely this will be a dead draw. I would consider a draw engine like Monastery Siege or Outpost Siege to generate card advantage.
also i don't know if you want another combo, but if you get 2 of your artifact cost-reducers out, then if you get both Junk Diver and Myr Retriever they go infinite if you have a sac outlet like Ashnod's Altar or Phyrexian Altar . it's kind of fiddly b/c there are so many pieces, but it's something to think about if you want to run or not.
finally, sometime syou want a way to sac your artifacts, like both your wellsprings. Daretti, Scrap Savant is a powerhouse in artifact decks, to recur your important artifacts and sac the ones you don't need. if you are looking for a low cmc sac outlet, i am a big fan of Claws of Gix .
anyway those are just some thoughts! i know you won't like all of them but hopefully at least a couple are useful to you. cheers and have fun, good luck with the deck!

Tinnuki on Thantis the Warweaver: Tokens, Death and Treasures

2 weeks ago

Couple more options I thought of - Warstorm Surge and Outpost Siege (as Dragons). Get some value from creatures cycling through the battlefield.

Another enchantment that you'd have to get really creative with is Night of Souls' Betrayal . It's risky because it kills most of the tokens you make, but it can enable Deathbringer, Grismold, Massacre Wurm, Poison-tip Archer, Prankster, etc.

Suspence89 on Does Red/White Need to Have …

1 month ago

100% yes. White needs it more than red. There are really easy ways to expand the amount of viable effects both colors can utilize. Red for instance has been given many fantastic impulse draw effects such as Outpost Siege and Valakut Awakening  Flip that feel very red and carry very useful value in edh. White on the other hand is still relying on cards like Well of Lost Dreams or or the newly printed Cosmos Elixir to extract card draw off it's lifegain... Oh wait those are artifacts that any color can use. Yet another obvious neglect of white effects. That being said white and red together should pose sheer speed and pace on the fast end, and widespread destruction or dictation on the slow end. No color combo should become more narrow just because it "fits the bill"

Azeworai on Lurid Revival

1 month ago

X-Factor11105 - Alright, round two.

So, Hagra Mauling  Flip has been a fantastic card. 'Tis an inefficient kill spell, but it acts as a land if it must. The instant speed makes it hit the only mark I have required in a removal slot, yet, being in a deck with a sparsity of lands, it suffices upon another front. I have been adding it to a lot of my black decks, just for the powerful and relevant utility.

Outpost Siege is a fantastic card that I run in a fair few decks, as it allows me an additional card each turn. Sometimes, it exiles a spell I cannot cast or a card that is inopportune for the time, but it primarily exists for me to hit land drops and have some sort of card advantage. I could run the newly-printed Valakut Exploration, which would put cards in the graveyard, but the Siege exists to find me lands, and Valakut Exploration requires lands to draw cards, thus I can no longer play a mana source for the turn. Overall, it is always fine and almost always gives me something I can play.

Upon the card draw lands, these purely exist for the moments in which I have nothing better to do with my mana, or if I have a sparse number of cards in hand. Being in Rakdos colours and being a player who loves drawing cards leaves me desirousof always have an answer or way of advancing my board. I am a player who likes something to always be happening, and these allow for an effectual use of my mana. Castle Locthwain is the first to go in the wake of better land options (looking at you, Blightstep Pathway  Flip), but I would recommend these for any deck that can suffer having a colourless land in the mana base.

Well, the Ox of Agonas has been severely average. The most typical course of action is it being discarded early in the game, whereupon it moulders in the graveyard until I have two lands in hand. It is fine card advantage when I need it, but can always be pitched with one of my rummaging effects. I must reiterate this point, rummaging allows me to put whatever I need in the bin whilst filtering through my library. The Ox has been perfectly fine, as I just exile all noncreature cards, but is probably better in a deck more centric to self-mill. I like it for the option is provides, more than anything. As for Anje's Ravager, I have tested with it. This deck tends to have five or six cards in hand most of the time, much due to my playstyle, so an aggressive creature that pitches my hand each turn is not exactly optimal. I prefer it in Canadian Highlander.

Ah, you see, I test around 600 cards whenever I build a deck, Azra Oddsmaker being amongst them. I discard a card, you see, target a creature, thereupon the creature dies to a Path. I am personally athwart to card disadvantage, and this card is overwhelmingly subject to it. The card draw only provided once I get a creature through combat, assuming a big idiot exists on the field or that it even survives the high chance of removal. By itself, a 3/3 gets outclassed incredibly quickly, and it cannot always provide advantage by itself. It requires additional support to be good, and Rummaging Goblin, however horrendous its stat line, always does its job. I played the card in a Canadian Highlander aggro list, and it was severely lacking, thus my opinion of it has carried to commander.

Another long comment, but I do hope this sates your queries.

Good day to you.

X-Factor11105 on Lurid Revival

1 month ago

Thanks for the responses! A few more questions / discussion items :)

  • Hagra Mauling  Flip: How has this played for you? As a super-conditional Murder and a tap-land I haven't felt compelled to include it.

  • Have you experienced a lot of "nonbo" moments with Outpost Siege and your large quantity of Dragons? I love the idea of finding card advantage in red and am wary of putting answers in exile, especially when we can't get them back.

  • In packing three "draw" lands of Bonders' Enclave, Castle Locthwain, and War Room, how have you felt about them? Have you ever playtested Mikokoro, Center of the Sea, or are you wanting to stay away from packing too many symmetrical effects?

  • PLEASE tell me Ox of Agonas has played well for you - I've loved this card ever since it came out in TBD, though I've never quite been comfortable including it in my build. Do you play it over Anje's Ravager because you have a bit more control over when its effect takes place?

  • How can I convince you to include Azra Oddsmaker in your build? It's performing incredibly well and you could swap it in for a slow rummaging creature - Rummaging Goblin has the worst stats of all of the dedicated rummaging creatures in your deck.

plakjekaas on What, Exactly, is Wrong with …

1 month ago

What's white known for?

Lifegain? Green and black are as able as white at gaining life, while also progressing the game/board while doing so.

Removal? Black deals with specifically single target creature better than white can. Enchantments and artifacts are removed as easily, if not more so, by green. Oblivion Ring effects? Not a permanent solution, often suboptimal. Boardwipes? Damnation, Toxic Deluge, Blasphemous Act and Cyclonic Rift are more popular than Wrath of God. But Planar Cleansing is a purely white effect right...? Hello Boompile, Oblivion Stone and Nevinyrral's Disk, which are playable in every deck.

Tokens then? But Doubling Season and Parallel Lives are green cards. White has the best non-tribal anthems, like Glorious Anthem, but most commander decks that actually win by those effects, usually are tribal, and have plenty of lords that synergize better with the deck.

So what does a deck need to actually be functional? Most will say you'll need a decent amount of carddraw and ramp. White ramp is actually catching up lately, but almost all white ramp is dependent on artifacts or your opponents (Knight of the Reliquary effects). Smothering Tithe helps though. White carddraw is either the Monarch, which every other color has cards for, or it's Mentor of the Meek and Bygone Bishop, which impose fairly heavy restrictions on your deck, to play low-impact creature cards in your 99. There is no white Rhystic Study, Outpost Siege, Guardian Project or Phyrexian Arena.

And finally, what else is white lacking? A (big mana) spell that can win the game on the spot. Like Torment of Hailfire, Craterhoof Behemoth, Insurrection or Thassa's Oracle. White splashy spells will create an imposing boardstate, but you'll need to actually untap to attack and win the game, giving your opponents a full turn to respond. The closest white has is Approach of the Second Sun which you can see coming 7 cards in advance.

So there's no real unique reason to play White in your deck. White only shines in being annoying, with Rule of Law, Drannith Magistrate, Ghostly Prison, Thalia, Guardian of Thraben, Blind Obedience and Armageddon, which not everyone (understatement) likes playing against. So if you'd ask me, the lack of carddraw, unique strategies & finishers, and the play-stax-or-lose image, are the main problems white is dealing with right now.

battle_jelly on Purphoros, God of the ETB Triggers [cEDH PRIMER]

1 month ago

Hey everyone, sorry, I've been neglecting the comments here for a bit. Just been playing on Twitch, making new decks, and testing this deck through video. (Not as fun as in person, but oh well.) Profet93, I will definitely add that infinite combo to the description. People must know. :D The draw power from Light Up the Stage is good, but the conditions are a bit much. Unless you are actively damaging your opponents, it's just a very expensive draw card (same about of mana for Wheel of Fortune). Humble Defector is good, but I hesitate to give my opponents card advantage. If they see you running Purp, and you are in a game of 3-4 folks, you'll never see this creature back on your side of the field. On the other hand, Humble Defector is great if you can sac him in response to the activated ability. Draw, then sac. Ignite the Future is a possible change to Outpost Siege if you are running it, and its flashback is sweet.

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