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Outpost Siege
We love charms as Magic players. Modularity allows a card to essentially be two or more cards in the same piece of cardboard, allowing it to be the answer you need in a variety of situations and generally just be an effective use of a slot in the deck.
Outpost Siege allows you to build around one of the two abilities, although it’s more likely that you want this in a deck where you could take advantage of either ability.
Could the Dragons’ ability forecast a lot of good creatures in the set with the Dashability? You can trigger that ability when your creatures die, true, and doubling the damage of a Goblin Bombardment could make this a potent card in formats with a lot of tokens, but continually playing a lot of creatures with Dash is going to trigger it as well. We can only speculate and I’m not impressed with playing a 5 drop dragon to get an extra 1 damage a turn.
The first ability essentially increases the number of cards in your hand by one, especially if you get a land from its trigger and draw gas. It’s awkward to be forced to main-phase an instant or lose a curve-topper early, but it may be worth it for the extra card selection.
As always, cards that have a lot of new concepts on them get people talking (“Could there be a whole bunch of cards that trigger if you attack with a coward?”) but I don’t predict other cards that stack based on how many permanents you have where you choose Dragons or Khans. This is a cool card but cool doesn’t always help a card go above bulk, which is where I see this particular card heading. There’s a lot of precedent for cool red enchantments being worth nothing.
I think in a green red deck, with Courser of Kruphix on turn 2, and this on Turn 3, you put your opponent 3 cards behind you each turn. You get two of these out and you’ve got Sarkhan’s Ultimate, but with the ability to hold a card. You could pretty much move 4 cards from your deck. Forget about land flooding, if there’s a card in your deck that you need, you’re really likely to get it.