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Outpost Siege

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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.

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Jason Alt

Jason Alt is a value trader and writer. He is Quiet Speculation's self-appointed web content archivist and co-captain of the interdepartmental dodgeball team. He enjoys craft microbrews and doing things ironically. You may have seen him at magic events; he wears black t-shirts and has a beard and a backpack so he's pretty easy to spot. You can hear him as co-host on the Brainstorm Brewery podcast or catch his articles on Gatheringmagic.com. He is also the Community Manager at BrainstormBrewery.com and writes the odd article there, too. Follow him on Twitter @JasonEAlt unless you don't like having your mind blown.

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One thought on “Outpost Siege

  1. 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.

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