All of the Sieges are great cards, but i dont see em frequently d:/
Citadel Siege Khans-mode is so helpful for small craetures. - Where is it ? Monastery Siege a delayed Sultai Ascendancy Palace Siege The Dragons Mode looks so brutal for Dimir-Control. Outpost Siege Both Modes are great for Aggro-Decks. Frontier Siege Not as good as the others, but 4 more Mana a turn is real !
frontier siege actually looks really promising as a way to ramp into dashing dragons. the khans part gets you the mana to replay those dash costs every turn, and dragons lets them act as removal. in a way its a build around me card and if that deck becomes decent, it could be the best one.
Private Mod Note
():
Rollback Post to RevisionRollBack
Quote from DEADMANSEVEN »
You can lead a horse to water, but you can't make it put an evasive creature in its deck over a narrow hate card.
Quote from DARCYKUN »
If a card isn't worth your opponent removing, it's not worth putting in your deck.
It's kind of funny that the card you've relegated as "not as good as the others" is the only one that actually sees play. With that said, I think Outpost Siege is the next most likely to see play, but it's a somewhat worse version of Chandra, which barely sees any play.
I think some of the sieges are sitting good right now. There seems to be two in particularly that showed up immediately, for somewhat different reasons:
Outpost Siege has two relevant abilities that help the game plan of decks that want it in different ways; either through increasing the clock dramatically (Dragons) or through building a stronger board state (Khans). This helps the deck both finish the games where they are in place to do so, as well as fight through the games where they are not (As card advantage isn't easy to come by in the color combination).
Frontier Siege gives decks that run a massive shot in the arm with pure adrenaline; you can cast it first main phase and still get 2 mana left over to cast something else in the second. Your next turn you get 4 extra mana to play around, albeit in 2 mana chunks. Still a huge boost in tempo. The other side is mostly irrelevant, but not terrible as an option. It's the first side that gives you so much boon.
I still think Monastery Siege is good enough at that; it's a boost in card draw that also happens to fuel large impact delve spells (Such as dig and Cruise). The other option, while not as great, still is a useful option to have around.
I don't like Palace Siege or Citadel Siege however. Palace siege's main problem is that it has not effect that you can leverage immediately, is expensive, and never is quite impactful enough quickly enough to matter at that point in the game. Yes, one side is card advantage but this requires you to have relevant creatures in the graveyard. The other side is a very slow burn for 5 mana. Citadel Siege suffers the same problem: One side you need to wait a turn for, and isn't a *huge* boon, while the other side isn't a guarantee of doing anything worthwhile. Neither side is particularly exciting at all, and there can be a ton of board states where neither is at all relevant.
Which side of Citadel Siege are you saying you have to wait a turn for? The +1/+1 counters from Khans go on during your next combat, so as long as you play it precombat, it's affecting that turn. The Dragons side activates immediately on your opponent's next turn, and even counteracts hasty creatures. I don't see either of those two situations as 'waiting a turn,' but it's possible we have different definitions of that (I usually think of effects that require waiting until my next upkeep as waiting a turn, not ones that activate on my next opponent's turn at the latest)
Which side of Citadel Siege are you saying you have to wait a turn for? The +1/+1 counters from Khans go on during your next combat, so as long as you play it precombat, it's affecting that turn. The Dragons side activates immediately on your opponent's next turn, and even counteracts hasty creatures. I don't see either of those two situations as 'waiting a turn,' but it's possible we have different definitions of that (I usually think of effects that require waiting until my next upkeep as waiting a turn, not ones that activate on my next opponent's turn at the latest)
You know, someone who plays at my LGS has deck sleeves with "RTFC" on them for people like me. In this case, I assumed it was upkeep on Citadel without reading the card again.
Which side of Citadel Siege are you saying you have to wait a turn for? The +1/+1 counters from Khans go on during your next combat, so as long as you play it precombat, it's affecting that turn. The Dragons side activates immediately on your opponent's next turn, and even counteracts hasty creatures. I don't see either of those two situations as 'waiting a turn,' but it's possible we have different definitions of that (I usually think of effects that require waiting until my next upkeep as waiting a turn, not ones that activate on my next opponent's turn at the latest)
You know, someone who plays at my LGS has deck sleeves with "RTFC" on them for people like me. In this case, I assumed it was upkeep on Citadel without reading the card again.
Redacted point on Citadel Siege and all that.
To be fair, I've noticed you're not the first person to miss that. If both of the modes were upkeep, they'd be much much weaker, but the fact that it gives an immediate +2/+2 and doesn't require you to actually keep creatures around (since you can cast your next one pre-combat and still get the bonus) is huge, along with the option of a pseudo removal spell.
Could be weak in some point but Palace Siege and Monastery Siege in Khan mode
allows you to have addition card draw every turn (if you have 1 creature in your yards)
since you get creature from Palace Siege before draw and discard for Monastery Siege
Frontier Siege is rock solid ramp + cute combo with Hornet Queen. It's the best one honestly. Promps for those who included it in the FTR top 10 cards.
Outpost Siege is also solid. It's raw CA in red with very unrestricted cost which helps you make control without blue (Mardu). The other mod is also bonkers with tokens.
Palace Siege in a Mono Black Devotion/Control list. It works fantastically with Gray Merchant of Asphodel, if you block with it, or with the lovely Merciless Executioner.
^this.Palace Siege might bring back Gary's glory days.The synergy between them looks legit.Add Dictate of Erebos for extra shenanigans
Citadel Siege seems good in a R/W midrange/aggro deck. It's a very strong follow up to seeker, brimaz, rabblemaster, even hordeling outburst. The only problem with it is the WW in the casting cost.
It could also be devastating in Jeskai Aggro. 5/5 flying vigilance anyone?
Was wary about palace siege, but i jammed 2 into my deck because i had two foils <.<
They were amazing... Was very surprised to how well they performed. Only once did I put a siege on khans, but the time i did it got me my hornet queen back multiple times and won me the game.
So many times I got it down on 4/5 and it'd just have generated so much life gain for me. Many times that I played it I'd be under the life it generated for me.
Citadel Siege seems good in a R/W midrange/aggro deck. It's a very strong follow up to seeker, brimaz, rabblemaster, even hordeling outburst. The only problem with it is the WW in the casting cost.
It could also be devastating in Jeskai Aggro. 5/5 flying vigilance anyone?
i did that last Game Day. took control of the board immediately. but putting the counters on a goblin token is just funny.
I like Monastery Siege and have built a Temur deck around it.
The card-advantage from the looting is real, and helps fuel cheap Hooting Mandrills or a cheap Become Immense on Yasova Dragonclaw, or dig for that Crater's Claw or Stubborn denial you need. It's just great to see more cards than an opponent, and with a Temur Ascendency in play, your hand should never go empty.
The Dragon mode on Monastery Siege can help the game go long enough to swing in with cheap fatties, so it's almost always a relevant card to draw.
Playing against Frontier Siege has been quite painful, mainly thanks to Ugin and Hornet Queen.
It seems if the Sieges have decks built around them, they can be very powerful. I think enchantment removal might keep them in check though.
Outpost Siege has been working well in a grindy Mardu list for me. It turns out that "Chandra that can't be attacked" is a good thing. I'm wishing I'd picked up more than two at fifty cents apiece.
Outpost Siege has been working well in a grindy Mardu list for me. It turns out that "Chandra that can't be attacked" is a good thing. I'm wishing I'd picked up more than two at fifty cents apiece.
Still not too late. I picked up 7 for $3. Anyways, it's a very very good card and it can be used in a lot of deck types, R/W, Jeskai, Mardu, R/G, even RDW.
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Citadel Siege Khans-mode is so helpful for small craetures. - Where is it ?
Monastery Siege a delayed Sultai Ascendancy
Palace Siege The Dragons Mode looks so brutal for Dimir-Control.
Outpost Siege Both Modes are great for Aggro-Decks.
Frontier Siege Not as good as the others, but 4 more Mana a turn is real !
http://www.youtube.com/watch?v=SY8h2vp5Xis
Youtube Channel
Twitter: twitter.com/axmanonline
Stream: twitch.tv/axman
Current Decks
Modern: Affinity
Standard: BW Control
Legacy: Death and Taxes :symw::symr:
Vintage: NA
Outpost Siege has two relevant abilities that help the game plan of decks that want it in different ways; either through increasing the clock dramatically (Dragons) or through building a stronger board state (Khans). This helps the deck both finish the games where they are in place to do so, as well as fight through the games where they are not (As card advantage isn't easy to come by in the color combination).
Frontier Siege gives decks that run a massive shot in the arm with pure adrenaline; you can cast it first main phase and still get 2 mana left over to cast something else in the second. Your next turn you get 4 extra mana to play around, albeit in 2 mana chunks. Still a huge boost in tempo. The other side is mostly irrelevant, but not terrible as an option. It's the first side that gives you so much boon.
I still think Monastery Siege is good enough at that; it's a boost in card draw that also happens to fuel large impact delve spells (Such as dig and Cruise). The other option, while not as great, still is a useful option to have around.
I don't like Palace Siege or Citadel Siege however. Palace siege's main problem is that it has not effect that you can leverage immediately, is expensive, and never is quite impactful enough quickly enough to matter at that point in the game. Yes, one side is card advantage but this requires you to have relevant creatures in the graveyard. The other side is a very slow burn for 5 mana. Citadel Siege suffers the same problem: One side you need to wait a turn for, and isn't a *huge* boon, while the other side isn't a guarantee of doing anything worthwhile. Neither side is particularly exciting at all, and there can be a ton of board states where neither is at all relevant.
You know, someone who plays at my LGS has deck sleeves with "RTFC" on them for people like me. In this case, I assumed it was upkeep on Citadel without reading the card again.
Redacted point on Citadel Siege and all that.
Palace Siege and Monastery Siege in Khan mode
allows you to have addition card draw every turn (if you have 1 creature in your yards)
since you get creature from Palace Siege before draw and discard for Monastery Siege
Outpost Siege is also solid. It's raw CA in red with very unrestricted cost which helps you make control without blue (Mardu). The other mod is also bonkers with tokens.
Monastery Siege is ok but a SB card in my opnion.
Citadel Siege is a lot worse then I thought. Palace Siege is not so good and everyone predicted it.
BGU Control
R Aggro
Standard - For Fun
BG Auras
^this.Palace Siege might bring back Gary's glory days.The synergy between them looks legit.Add Dictate of Erebos for extra shenanigans
It could also be devastating in Jeskai Aggro. 5/5 flying vigilance anyone?
Both modes on this seem ridiculous in a Whip deck, just depends on the game state.
Was wary about palace siege, but i jammed 2 into my deck because i had two foils <.<
They were amazing... Was very surprised to how well they performed. Only once did I put a siege on khans, but the time i did it got me my hornet queen back multiple times and won me the game.
So many times I got it down on 4/5 and it'd just have generated so much life gain for me. Many times that I played it I'd be under the life it generated for me.
i did that last Game Day. took control of the board immediately. but putting the counters on a goblin token is just funny.
The card-advantage from the looting is real, and helps fuel cheap Hooting Mandrills or a cheap Become Immense on Yasova Dragonclaw, or dig for that Crater's Claw or Stubborn denial you need. It's just great to see more cards than an opponent, and with a Temur Ascendency in play, your hand should never go empty.
The Dragon mode on Monastery Siege can help the game go long enough to swing in with cheap fatties, so it's almost always a relevant card to draw.
Playing against Frontier Siege has been quite painful, mainly thanks to Ugin and Hornet Queen.
It seems if the Sieges have decks built around them, they can be very powerful. I think enchantment removal might keep them in check though.