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Rules guide · Enchantment

Outpost SiegeHow it works & interactions with other cards

By the ManaCount desk· 4 min read· Commander Legends: Battle for Baldur's Gate· June 10, 2022
Carte Magic Outpost Siege

Outpost 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.

01

Official card text

As this enchantment enters, choose Khans or Dragons. • Khans — At the beginning of your upkeep, exile the top card of your library. Until end of turn, you may play that card. • Dragons — Whenever a creature you control leaves the battlefield, this enchantment deals 1 damage to any target.

How it works : Outpost Siege

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    The card exiled by the "Khans" ability is exiled face up. Playing a card exiled with the "Khans" ability follows the normal rules for playing the card. You must pay its costs, and you must follow all applicable timing rules. For example, if it's a creature card, you can cast it only during your main phase while the stack is empty.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    If you exile a land card using the "Khans" ability, you may play that land only if you have any available land plays. Normally, this means you can play the land only if you haven't played a land yet that turn.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    If a noncreature card is manifested and then leaves the battlefield while face down, the "Dragons" ability will trigger.

    No other card is named in this ruling.

  4. #4· 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.

  5. #5· 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.

  6. #6· 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.

02

Popular combos

Real combos played by the community, sorted by popularity.

Worldfire
+Outpost Siege
#1

Worldfire + Outpost Siege

Each opponent loses the gameExile all cards in hands and graveyardsExile all permanentsNear-infinite lifeloss
  1. 1Cast Worldfire by paying {6}{R}{R}{R}, exiling all permanents, all cards in all hands and graveyards, and setting each player's life total to one.
  2. 2Outpost Siege triggers for each creature you had leave the battlefield this way.
  3. 3Resolve the first Outpost Siege trigger, dealing 1 damage to any opponent.
  4. 4The opponent loses the game due to having zero or less life.
  5. 5Repeat from step 3 for each remaining opponent.
Vrondiss, Rage of Ancients
+Rite of Passage
+Outpost Siege
+Scourge of Valkas
#2

Vrondiss, Rage of Ancients + Rite of Passage + Outpost Siege + Scourge of Valkas

Infinite damageInfinite death triggersInfinite creature ETBInfinite creature LTB
  1. 1Deal damage to Vrondiss.
  2. 2Rite of Passage and Vrondiss trigger.
  3. 3Resolve the Rite of Passage trigger, putting a +1/+1 counter on Vrondiss.
  4. 4Resolve the Vrondiss trigger, creating a 5/4 Dragon Spirit creature token.
  5. 5The Dragon Spirit enters the battlefield, triggering Scourge of Valkas, causing the Dragon Spirit to deal damage equal to the number of Dragons you control to any target.
  6. 6The Dragon Spirit triggers, causing you to sacrifice it.
  7. 7The Dragon dies, triggering Outpost Siege, dealing 1 damage to Vronidss.
  8. 8Repeat from step 2.
Vrondiss, Rage of Ancients
+Rite of Passage
+Outpost Siege
+Warstorm Surge
#3

Vrondiss, Rage of Ancients + Rite of Passage + Outpost Siege + Warstorm Surge

Infinite damageInfinite death triggersInfinite creature ETBInfinite creature LTB
  1. 1Deal damage to Vrondiss.
  2. 2Rite of Passage and Vrondiss trigger.
  3. 3Resolve the Rite of Passage trigger, putting a +1/+1 counter on Vrondiss.
  4. 4Resolve the Vrondiss trigger, creating a 5/4 Dragon Spirit creature token.
  5. 5The Dragon Spirit enters the battlefield, triggering Warstorm Surge, causing the Dragon Spirit to deal damage equal to its power to any target.
  6. 6The Dragon Spirit triggers, causing you to sacrifice it.
  7. 7The Dragon dies, triggering Outpost Siege, dealing 1 damage to Vronidss.
  8. 8Repeat from step 2.
Vrondiss, Rage of Ancients
+Rite of Passage
+Outpost Siege
+Pandemonium
#4

Vrondiss, Rage of Ancients + Rite of Passage + Outpost Siege + Pandemonium

Infinite damageInfinite death triggersInfinite creature ETBInfinite creature LTB
  1. 1Deal damage to Vrondiss.
  2. 2Rite of Passage and Vrondiss trigger.
  3. 3Resolve the Rite of Passage trigger, putting a +1/+1 counter on Vrondiss.
  4. 4Resolve the Vrondiss trigger, creating a 5/4 Dragon Spirit creature token.
  5. 5The Dragon Spirit enters the battlefield, triggering Pandemonium, causing the Dragon Spirit to deal damage equal to its power to any target.
  6. 6The Dragon Spirit triggers, causing you to sacrifice it.
  7. 7The Dragon dies, triggering Outpost Siege, dealing 1 damage to Vronidss.
  8. 8Repeat from step 2.
03

Legal formats

historictimelessgladiatorpioneermodernlegacyvintagepennycommanderoathbreakerbrawlcompetitivebrawlduel
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