Palace Siege

Palace Siege

Enchantment

As Palace Siege enters the battlefeild, choose Khans or Dragons.

  • Khans — At the beginning of your upkeep, return target creature card from your graveyard to your hand.
  • Dragons — At the beginning of your upkeep, each opponent loses 2 life and you gain 2 life.
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Legality

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

Palace Siege occurrence in decks from the last year

Latest Decks as Commander

Palace Siege Discussion

carpecanum on Three, three for a three and a three

2 weeks ago

I looked at the Age counters last night. The meanest are white cards that prevent you from taking damage I think. There were 3 of them. The hard part would be having 3 spare mana to remove the counters all the time. I HATE discarding cards (old habit from the days before you could use the graveyard so much) so I would try to put in more stuff to get cards back. Palace Siege maybe.

6stringninja on Vito mc deleto

1 month ago

I have a few suggestions that I forgot to put in the previous comment:

Gifted Aetherborn, Blood Artist, Zulaport Cutthroat, Eternity Vessel, Palace Siege

If you’re curious about eternity vessel magic defines life gain and life loss as the difference between one life total change to another so it would actually trigger Vito

Optimator on Giant's Deck

2 months ago

The amount of utility cards that facilitates for a large-creature/stompy deck (like giant tribal) is completely unparalleled and unrivaled. There are things--both budget and expensive--like Garruk's Uprising, Soul's Majesty, Hunter's Insight, Snake Umbra, Triumph of Ferocity, Lead the Stampede, Garruk, Primal Hunter, Return of the Wildspeaker, Abundance, Rhythm of the Wild, Selvala's Stampede, Shamanic Revelation, Elemental Bond, Colossal Majesty, Guardian Project, Rancor, Primal Rage, Heroic Intervention, Wrap in Vigor, Golgari Charm, Lifecrafter's Bestiary, Canopy Cover, Aspect of Mongoose, Alpha Authority, Asceticism, Defense of the Heart, Lignify, Lurking Predators, Bow of Nylea, The Great Henge, Eerie Ultimatum, Reap, Creeping Renaissance, Seasons Past, Reap the Past, Genesis Ultimatum, Beastmaster Ascension, Overwhelming Stampede...

The list is huge, and it grows every year.

This is on top of the superior ramping ability of Green and it's above-average removal options. One big advantage of Green's land-based ramp is things like Planar Cleansing, Hour of Revelation, Play of the Game, Bane of Progress, Creeping Corrosion, and Merciless Eviction can't send you back to the stone age by destroying all your mana rocks.

Everything you will want to be doing with Giant Tribal, Green supports and supports well. I cannot stress this enough. Not to mention the good green giants that keep getting printed.


Black doesn't provide too much in the way of utility specific to giant tribal or stompy decks other than recursion and good card draw like Greed, Phyrexian Arena, and Erebos, God of the Dead. Personally I like cards like Damnable Pact, Read the Bones, Ancient Craving and Ambition's Cost but if you're running Green and/or Blue you shouldn't need to lose life to draw cards. Painful Truths might still be useful due to it's great rate (three cards for three mana is good). Syphon Mind is a great rate and has the upside of making your opponents discard.

Obviously Black specializes in removal (but so does White!) so you could run things like Mortify, Despark, Utter End, Vindicate, Anguished Unmaking, Dreadbore, Terminate, Bedevil and Ruinous Ultimatum. In Garruk's Wake and Decree of Pain are probably good in your giant deck since you're ramping so hard. Since you're running White you shouldn't need Black's wraths, but those two stood out.

Things like Phyrexian Reclamation, Animate Dead, and Reanimate are great for creature decks. Palace Siege is all right on a budget. So is Twilight's Call. It's no Oversold Cemetery or Meren of Clan Nel Toth or Rise of the Dark Realms but those are pricey. Recovering from boardwipes will be important.


Blue has some interesting removal options like Curse of the Swine, Pongify, Rapid Hybridization, and Reality Shift. You have some Cyclonic Rifts in your trade binder, right? That alone is a great reason to run Blue in your deck (it's literally one of the best cards in EDH straight-up). Do it!

Blue also has all the card-draw--from per-turn stuff like Kumena's Awakening and Mind Unbound; chunks of cards like Concentrate, Treasure Cruise, Fact or Fiction, Fathom Trawl, and Tidings; huge hand-refillers like Overflowing Insight, Mind Spring, Stroke of Genius, and Pull from Tomorrow; and some sneaky stuff like Windfall, Keep Watch, Drawn from Dreams, Verity Circle, and Insight. Green has some amazing card-draw already but it wouldn't be a terrible idea to supplement it with Blue cards. Rush of Knowledge would be REALLY good in a giant-tribal deck--especially with Morophon, the Boundless at the helm.

Counterspells are very much not Giant/Stompy but I have a few aggro decks that run a silver-bullet copy of Negate or Swan Song just as anti-boardwipe tech. Not necessary though. Boros Charm, Golgari Charm, and Wrap in Vigor work well in that capacity. There are lots of 3-cmc options too but the mana difference between 2 and 3 is huge.


You could even run some interesting charms like Abzan Charm or Esper Charm. There are some surprisingly potent options. Some are stinkers of course.

Temur Ascendancy would be reason alone to run five colors and be utterly fantastic in this deck.

Garruk's Uprising alone is reason to run at least Green.

Merciless Eviction is one of the best removal spells in the game. Four or five colors would allow you to run that.

Urban Evolution would be good in a big-mana deck like this. Inspired Ultimatum, while not amazing, is playable.

You get the idea.


As you can see, there is a myriad of reasons to run more colors. Honestly, I really can't recommend it enough if true Giant-Tribal is the goal--whether Naya giants or five-color giants.

One extremely important thing for large-creature decks is to consider how you're going to recover from board wipes. Superior card-draw from Green, Black, and Blue cards will help immensely. Card advantage like Phyrexian Reclamation, Palace Siege, Seasons Past, All Suns' Dawn, Reap the Past, Reap, Creeping Renaissance, Eerie Ultimatum, and abilities like Mayael the Anima's, Golos, Tireless Pilgrim's, and Kenrith, the Returned King's reanimate ability will help you recover. These are things that Red and White simply can't do well. Sure there's Resurrection and Reya Dawnbringer, but they aren't great.

Brion Stoutarm is a legitimately good general--he really is!--but not for giant tribal. He brings nothing to the table for giant tribal other than being a decently-statted Giant himself and pigeonholes you into the worst color pair in EDH for essentially no benefit. As I mentioned, Iroas, God of Victory and, to a lesser extent, Kalemne, Disciple of Iroas would make better commanders if you are dead-set on Boros colors (which I do not recommend if you want to play maximum giants). If you were building around Brion's ability and had some giants around as support that would be one thing, but it seems that's not the goal. As such, please consider switching commanders :) I think that if you want Brion Stoutarm as the commander, you should make a Brion deck.

I really do think you'll be happier in the long run with a different commander It doesn't have to be expensive. Most of what you would need I can trade to you, including Morophon, the Boundless, and most supplemental cards I don't have are in the 25-cent to $1 range (Realm-Cloaked Giant, Mayael the Anima, etc). I actually have a shitload of this utility stuff on-hand, and you have some great staples like Cyclonic Rift on-hand--and probably more! I want you to be satisfied with your deck! It doesn't have to be competitive to be fun, but it doesn't have to be expensive to work better and smoother and be more competitive.

Winnieblues on Baba Yaga, the Boogyman [PRIMER]

2 months ago

I'm in the process of revamping/upgrading my Toshiro deck and I was wondering how well you feel Phyrexian Arena works in your deck?

I know it's kinda meta-dependent, I've just read a lot where people tend to talk it down because it's not a great late-game topdeck, where an alternative like Read the Bones will be pretty good whenever you draw it. I'd probably be replacing Palace Siege with it (I'm getting pretty heavy on 5-drops)

On the other hand, it seems like an excellent early play, and Toshiro tends to drag games on longer by removing potentially lethal Creatures.

I'm proxying it at the moment, but I've only drawn it a couple of times so I don't have much data on how well it works yet, so the opinion of someone who's run it longer would be great!

Drayven9309 on EDH Dragons

2 months ago

Just wanted to say, thank you for taking the time to look at my deck and give your (incredibly) helpful and insightful advice. I am fairly new to making decks, and this is my first commander deck, and the people I'm going up against have some crazy decks and being someone who is fairly new to Magic, I don't really want to spend too much money, yet still don't want to get steamrolled lol.

I've implemented all the changes you recommended, though I was a little sad to cut Spit Flame out, I feel it has quite a bit of potential, is there another card that could feasibly be taken out? This is super hard because there are lots of cards that would fit really well into this deck, but there are only so many I can put in like Door of Destinies hence why my Maybe Board is like 30 cards rip. Also with Palace Siege I wonder if you feel like that's too much graveyard recursion/it doesn't actually get the creatures onto the battlefield, but it can also be a nice little life source to keep you alive and slowly sap opponents' life if needed. Is it neat but not mesh with what the deck is actually trying to do?

Is Elemental Bond worth keeping in there? I can't help but wonder, with all the cheating dragons in, would I not breach my hand size limit a lot because it forces the card draw as opposed to "you may draw a card"? There are only so many dragons I can play in one turn, making me draw another card anyway... (though I guess Teneb and my other graveyard recursions can see to those that spill over into my graveyard? And I don't think hoping to pull Reliquary Tower is a valid strategy.)

Related to that, cards like Golos, Tireless Pilgrim and Steel Hellkite, who is currently in the Maybe Board because of this, but can I reliably use those acivated abilities? I've played with dragons in other formats and I can say that 90% of the time I spent almost all my land/mana playing one or two dragons leaving 3 or 4 for other things, so I feel like I kind of can't really afford to pay those costs? Notably this deck is different because there is a lot of cheating dragons in.

I also call into question Brave the Sands, it's neat, really neat, but is it absolutely imperative that I have Vigilance? It would allow me to just go ham on one opponent without fear of retaliation. But is there another card that would fit better? Then again it is a low-cmc card and I shouldn't really be taking those out.

Sorry this kinda seemed to turn into a rant to myself haha. Continued advice would be greatly appreciated.

multimedia on EDH Dragons

2 months ago

Hey, well done with precon upgrade on a budget.

Scion of the Ur-Dragon is one of the best Dragons for Dragon tribal being a repeatable Dragon tutor. Scion could replace Wardscale Dragon. Scion's ability to change into a Dragon can be done at instant speed which means during combat you can change into different Dragons whenever there's a stop at a combat phase.

Scion's ability goes well with Savage Ventmaw, Teneb, the Harvester and Bladewing the Risen which is a three Dragon combo to end up with Scion and cheat Teneb/Bladewing on the battlefield. Then if Teneb lives he can reanimate other Dragons you tutor for with Scion. Savage is part of the combo because you tutor for him first with Scion, before you attack which then gives you 6 mana to activate Scion three times during combat. The combo takes 11 mana therefore Savage making 6 mana means you only need 5 mana for other sources. Would you like me to explain this combo?


Consider cutting a few of the least good Dragons for more Dragon support? Rhythm of the Wild and Temur Ascendancy are in the maybeboard and they could replace two Dragons such as Vorosh, the Hunter and Darigaaz Reincarnated. The repeatable effects of Rhythm and Ascendancy are much better than what these Dragons can provide. Faeburrow Elder is also in the maybeboard and it's a much better ramp source than Mana Geode. Crux of Fate and Eerie Ultimatum are also in the maybeboard they could replace Spit Flame and Palace Siege.

There's 20 lands here of the 36 that will always ETB tapped which is a lot. The Tri lands on a budget are worth always ETB tapped, the rest are not. My advice is cut the Bounce lands and Scry lands for other types of lands. The combination of lots of Tri lands and Bounce lands is not good; play either one, not both in the same manabase.

Exotic Orchard is budget staple Rainbow land. By adding a few more basic lands then the 5 Battle lands are budget options since they have interaction with lots of basic lands. Cinder Glade, Smoldering Marsh, Sunken Hollow, Prairie Stream, Canopy Vista, can get each of these for less than $2 at TCGPlayer with Vista being the most expensive.

Manabase upgrades to consider:

You have Farseek and it can search for one of these Battle lands which is helpful for color fixing.

Good luck with your deck.

Optimator on Yahenni Aristocrats

3 months ago

You don't have a ton of card-draw, and I also recommend at least eight pieces for almost any deck. Graveyard recursion, especially the good ones, definitely count as card advantage in my book, so Phyrexian Reclamation is great here, as is Whisper.

Grim Haruspex and Disciple of Bolas are on-theme. Thorn of the Black Rose and Custodi Lich are fun creature-based choices too. Some other classic choices are Ambition's Cost, Ancient Craving, Promise of Power, Liliana's Contract, Syphon Mind, Castle Locthwain, and Read the Bones. Palace Siege is okay, especially if you feel you need more recursion. Diabolic Servitude is nice and repeatable. Victimize and Blood for Bones are a great rate. Oversold Cemetery is nice too, though pricey.

Greed, Arguel's Blood Fast  Flip, Skullclamp and Erebos, God of the Dead are really good but not cheap. Erebos, Bleak-Hearted, Yawgmoth, Thran Physician, and God-Eternal Bontu would be decent as well. Bonus points for some being threats/blockers.

Gonti, Lord of Luxury is an interesting choice for card advantage--especially if you can recur him out of the graveyard over and over.


Dreadhorde Invasion is a great source of sacrifice fodder. So are Grave Titan and Bitterblossom but they're expensive. High Market is good in case your commander get's Arrested or turned into an elk or frog or the moon. Rogue's Passage could help end games once Yahenni is huge.

If you find you can't close out games between all the groupslug aristocrat cards and Yahenni's damage, perhaps a few auxiliary groupslug cards could tip games in your favor. Most of the good ones are very expensive though. Bloodchief Ascension, Painful Quandary, Polluted Bonds, Wound Reflection, and Palace Siege et al. Torment of Hailfire and Exsanguinate are classic finishers too.

As far as cuts go... I don't love some of the creature-based removal. I know it's good because you can sacrifice them later but perhaps Morkrut Banshee, Skinrender, and Anowon the Ruin Sage could be cut. I don't love Devour in Shadow and Drag to the Underworld. You should be set on removal even with those five cuts. Feed the Swarm is worth noting! Mortician Beetle is a bit win-more but is uniquely suited to the deck and worth keeping for now. Probably makes a good blocker. Geralf's Messenger is a bit weaker than some of the token generators and recurring threats too.

Also, I don't know if you care (few do) but if you want an accurate price calculation for your deck you should put the cards in the Sideboard into the Maybeboard so they aren't added.

GeneralGarfunkel on Karlov, life GANG

4 months ago

You could definitely add some pay offs for your life gain triggers like Dawn of Hope, Well of Lost Dreams, Cliffhaven Vampire, and Boon Reflection.

There are also tons of other cards that get counters when you gain life such as, Sunbond, Light of Promise, Ajani's Pridemate, Wall of Limbs, and Bloodthirsty Aerialist which can all become problems very quickly since its per trigger of life gain.

You could also look into more spells that trigger at the end of turn if you gained a certain amount of life. Resplendent Angel, Regna, the Redeemer, Regal Bloodlord, Angelic Accord, the new Witch of the Moors, and Griffin Aerie.

And then adding more consistent forms of life gain will let you get more triggers therefore making you a bigger threat. Drana's Emissary, Shattered Angel, Soulmender, Nyx-Fleece Ram, Ajani's Mantra, Ajani Goldmane, and Palace Siege.

Finally, I've seen enough people win with Felidar Sovereign not to recommend it to any life gain deck.

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