Siege Rhino

Siege Rhino

Creature — Rhino

Trample

When Siege Rhino enters the battlefield, each opponent loses 3 life and you gain 3 life.

Browse Alters View at Gatherer

Trade

Have (2) metalmagic , gildan_bladeborn
Want (2) Luntsu , Pieguy396

Printings View all

Set Rarity
Khans of Tarkir (KTK) Rare
Promo Set (000) Rare

Combos Browse all

Legality

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

Siege Rhino occurrence in decks from the last year

Modern:

All decks: 0.05%

Latest Decks as Commander

Siege Rhino Discussion

rjphilla on Abzan Midrange

1 week ago

More Siege Rhino !!!

Memphismaymagic5 on Abzan Safari

1 week ago

@kerk123 I need to play 24 lands, otherwise it's hard to cast Siege Rhino. Also take in account that it's a 3-color deck and there are no fetches available. I want this deck to resemble a modern Abzan midrange deck as much as possible.

Evolving Wilds can replace fetchlands, but it's too slow. Maybe Fabled Passage is an option, it's better than Evolving Wilds, but still a bit to slow in my opinion.

Thanks for the comment.

JakeHarlow on Do Most Planes Feel Like ...

2 weeks ago

@ ClockworkSwordfish

I agree, those planes were so lame. “Guys, get excited, this is Mongolia with Dragons!” and “Okay guys, this is so epic, this entire plane is New Delhi with robots!!” just did zero things for me. I do want to discuss Tarkir for a bit though, because it highlights some of the laziness of WotC’s design. I won’t discuss Kaladesh because it was a snooze fest from start to finish. Super boring mechanics-wise and worldbuilding-wise.

Tarkir was a little less irksome than Kaladesh because the mechanics of the set were a bit more interesting to me and the cards seemed better-balanced apart from Siege Rhino in Standard. I think it was also helped a bit by having diverse environments and factions — the wedge color pie “clans” at least had somewhat well-defined characteristics and even featured watermarks on their cards reminiscent of the Ravnica guilds (I still felt like Mardu was not representative of its colors though; I was surprised when they made Dega (what used to be nicknamed) the “total chaos / aggro / Orcs ‘n’ stuff” clan — would not have been the choice I made...I mean when you take the Lawful Evil Orzhov, and add , does it just suddenly become a World of Warcraft Orc-party ripoff meme?). Each clan had a theme, a mechanic, and then the third set of block gave us five new factions that were allied color pairs, with a slight twist on the mechanics that their previous tri-colored incarnations used to have. The issue here, of course, was that these new allied color factions often just felt like ripoffs of the Ravnica guilds they mirrored, and didn’t feel new enough:

  • - colored Dromoka, was a Selesnya-ish faction that focused on +1/+1 counters. How many other sets has had do that?? Even the “community before everything” flavor was a total yoink from Ravnica’s Selesnya. At least it improved Abzan’s Outlast mechanic, which was boring and also unplayable in Constructed, to “bolster,” which was at least better in Limited...ultimately kind of a snooze fest though.

  • - colored Ojutai was basically just Azorius with a more “monks and mystics” flavor. This one was still the best and most unique in my opinion because it was themed around tempo-oriented and aggressive strategies whereas traditional Ravnican Azorius has always been more about pure control, strategy-wise. The prowess mechanic didn’t exactly show up again in its Jeskai form, but reprinting rebound onto new cards felt fun and appropriate for the colors. Still kept its “noncreature spells matter” identity but twisted it a bit — now this clan wanted to do a bit of tempo play before curving into big Dragons, which still cared, sometimes, about spells — a la Pristine Skywise.

  • - colored Silumgar was confusing to me. Sultai was this weird ramp-y, graveyard-based strategy that had all these fun delve cards (a reprinted mechanic itself, but done pretty well here), and actually felt unique and somewhat interesting. Silumgar switched to an aristocrats-style, almost aggro-oriented strategy with the “exploit” mechanic. It still cared about death and the graveyard to an extent, and did highlight the ruthlessness of the Dimir colors. I guess at the end of the day this clan was different enough from Ravnica’s Dimir that I have to give its design some credit, though ultimately I felt the mechanic was a little boring. It had very little impact on Standard, and the best way to play in those days was still inside of a hard control shell. I don’t recall my playing Silumgar in Limited as being particularly memorable. Just kind of a jumble of blue and black midrange-y creatures that sometimes wanted to eat each other. Almost felt like bad “devour” from the Alara block?

  • - colored Kolaghan became just...harder aggro than its prior incarnation in Mardu. The “dash” mechanic wasn’t even new, it had been printed on Mardu cards in the prior set, Fate Reforged. The slapdash “attack at all costs, aggro for life!!” theme of this clan was just Rakdos as we’ve always known it. Pretty boring. I didn’t even hardly notice the lack of white because it didn’t feel any different from Mardu, which had the “we have to attack every turn” mentality with the “raid” mechanic. Honestly, raid felt better when it was reprinted in Ixalan and attached to the Grixis-colored Pirate tribe. Kolaghan brought nothing new and felt straight up lazy.

  • - colored Atarka had - colored Temur’s ferocious become formidable. We care about 8 power now instead of 4. Really, that’s it?? Otherwise this was just straight up Gruul. It was the “we ramp hard into big dumb creatures and do aggro to smash things” clan. In other words, Ravnica’s Gruul to a T. Disappointing, because Temur was actually pretty interesting, mechanically, before it lost . It was basically a ramp-oriented monsters strategy that had access to tempo and interaction, even countermagic, and it felt fun and interesting. I loved the cards Temur Charm and Stubborn Denial, they were perfect for what Temur was mechanically. Removing just turned it into Gruul. Again, disappointing.

Finally, there were the clan-unifying mechanics of morph, a reprinted mechanic that was still done fairly well and felt interesting in Limited, and then its “twist” in the final set, “megamorph.” This was the most boring design cop-out I’d seen yet. “Guys, get excited. This is EXACTLY like morph, but it gets a +1/+1 counter when it goes face-up!!” My God. So. Lame.

Anyway, I think the wedge clans color shifting into allied color pairs really highlighted a big lack of creativity on the part of WotC. And I think they got some of the design behind the wedge clans wrong. Plus “the entire planet is Mongolia” thing was a bit silly.

Kaladesh was just lame and sucked. Didn’t help that the quality of the cardboard hit rock bottom in this era, but we aren’t here to discuss that.

Boza on Abzan Midrange in pioneer

1 month ago

Well, start with the obvious - 4 Thoughtseize and any number of Abrupt Decay, Anguished Unmaking and Assassin's Trophy; and the quintessential midrange creature 4 Siege Rhino. Everything else will depend on what you want to do with the deck.

Daveslab2022 on Esper Help

2 months ago

Alrighty so I definitely like the idea of utilizing an exile-matters Esper deck, and I have always loved Ashiok, Nightmare Weaver, and definitely think she should be a staple. Especially if you continue on the mill-plan. But I would actually advise against that. I would, personally, play a deck that runs cards like Spell Queller and Brain Maggot combined with “processor” eldrazi like Wasteland Strangler so that the card you exile will never come back! I like Etrata, but the rest of the creatures in the deck seem particularly weak. They do really cool things, but in competitive mtg you really want your 4-5-6 drops to do something when they enter the field (like Siege Rhino), to be really annoying to remove, (like Niv-Mizzet, Parun) or be potentially game winning if not answered immediately (like Elspeth, Sun's Champion)

Hope I helped and I would definitely answer any questions you have! I just think mill is an extremely weak archetype, and think a more control-oriented strategy would work out very well.

Magnanimous on I don't like where card ...

2 months ago

Boza So first, I'd like you to look at my proposed changes to the game in the last large paragraph of the original prompt and give your thoughts on those.

What I was trying to get at in my original post is that the current principles of card design make playing certain (in my opinion boring and linear) cards like Questing Beast and Once Upon a Time the best option while excellently thought out and potentially fun mechanics like Outlast (do I make my creature better in the future or do I get in for damage now?) get squeezed out by the linear decks that slam Siege Rhino and swing. I think that linear decks have a place in the meta, but the best decks should be high skill decks with lots of decisions and not "this card is good, so I'll play it and if they have a counter/removal I can play my higher costed better card next turn".

Yes, individual cards look more interesting, but the game as a whole is suffering because of it. Good card design and pushing the boundaries should be measured by how fun and interesting the mechanics are and not how much they impact eternal formats.

Daveslab2022 on Abzan Pile

3 months ago

This is like the 3rd Abzan deck I’ve seen omit Siege Rhino . Other than adding my friend there, the deck seems super solid, and fun!

Daveslab2022 on

3 months ago

The ONLY reason to play Abzan is Siege Rhino. Hands down the best card in the deck. I suggest making room for 4.

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