Frontier Siege is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
As this enchantment enters, choose Khans or Dragons. • Khans — At the beginning of each of your main phases, add. • Dragons — Whenever a creature you control with flying enters, you may have it fight target creature you don't control.
Complete guide
Frontier Siege is a versatile green enchantment that adapts to your deck's strategy by offering either consistent mana acceleration or tactical removal. Whether you are ramping into massive spells or commanding a fleet of airborne beasts, this card provides significant value once it hits the table. By choosing between Khans and Dragons, you define how this enchantment will influence the battlefield.
Choosing Your Allegiance
As Frontier Siege enters the battlefield, you must choose either Khans or Dragons. This is not a triggered ability, so it cannot be responded to; once the spell resolves, the choice is made immediately. The chosen 'anchor word' determines which ability the enchantment possesses for as long as it remains on the battlefield. Note that if a permanent enters as a copy of Frontier Siege, its controller makes a new choice regardless of what was chosen for the original.
Mana Generation and Combat Mastery
If you choose Khans, the ability triggers at the beginning of each of your main phases—typically both your precombat and postcombat main phases—adding two green mana to your pool. If you choose Dragons, any creature with flying that enters under your control can fight a creature you don't control. This fight ability is optional and targets a creature you do not control; you decide whether the fight happens as the ability resolves.
Common Pitfalls
A common mistake with the Khans choice is forgetting that mana is lost as steps and phases end. You cannot carry the green mana from your precombat main phase into your combat phase. Regarding the Dragons choice, remember that the term 'Dragons' is just an anchor word; the ability works with any creature that has flying, regardless of its creature type. Additionally, if the creature with flying leaves the battlefield before the Dragon ability resolves, no fight occurs.
When to Play It
Play Frontier Siege early and choose Khans if your hand is full of high-cost spells that need a mana boost to reach the board. Conversely, choose Dragons if you already have a board presence or a hand full of flying creatures and need to pick off your opponent's utility creatures or blockers. Because it triggers on both main phases, Khans is particularly potent in decks that want to cast multiple spells per turn.
Interaction examples
With Frontier Siege on Khans, you start your precombat main phase and add {G}{G}. You use this mana plus two lands to cast Garruk's Uprising. Since you have plenty of mana, you then cast a large creature; Garruk's Uprising triggers to draw you a card, and because it gives your creatures trample, you are ready for a powerful combat phase.
If you control Doubling Season and Frontier Siege (set to Dragons), and then resolve an effect that creates a 1/1 Bird creature token with flying, Doubling Season creates two tokens instead. This causes Frontier Siege to trigger twice. You can target two different creatures your opponents control, and each Bird token will fight its respective target.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Frontier Siege
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
The "Khans" ability triggers at the beginning of both your precombat main phase and your postcombat main phase. Unused mana is lost at the end of each step and phase.
No other card is named in this ruling.
- #2· Wizards of the Coast
For the "Dragons" ability, you decide whether the creature with flying will fight the target creature you don't control as the ability resolves.
No other card is named in this ruling.
- #3· Wizards of the Coast
Each Siege will have one of the two listed abilities, depending on your choice as it enters the battlefield.
No other card is named in this ruling.
- #4· Wizards of the Coast
The words "Khans" and "Dragons" are anchor words, connecting your choice to the appropriate ability. Anchor words are a new rules concept. "[Anchor word] — [Ability]" means "As long as you chose [anchor word] as this permanent entered the battlefield, this permanent has [ability]." Notably, the anchor word "Dragons" has no connection to the creature type Dragon.
No other card is named in this ruling.
- #5· Wizards of the Coast
Each of the last two abilities is linked to the first ability. They each refer only to the choice made as a result of the first ability. If a permanent enters the battlefield as a copy of one of the Sieges, its controller will make a new choice for that Siege. Which ability the copy has won't depend on the choice made for the original permanent.
No other card is named in this ruling.
Legal formats
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Meta decks with Frontier Siege
No archived Top 8 deck with this card yet.



Garruk's Uprising
Doubling Season