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Outpost Siege FRF

Other printings of "Outpost Siege": FRF #110 FRF #110★ AFC #135 C17 #139 PIO #150 C20 #157 BLC #199 NCC #272 CLB #804

Card

id34824
artistDaarken
artistIdse607a0d4-fc12-4c01-9e3f-501f5269b9cb
asciiName
attractionLights
availabilitymtgo, paper
boosterTypesdefault
borderColorblack
colorIdentityR
colorIndicator
colorsR
defense
duelDeck
edhrecRank1828
edhrecSaltiness0.15
faceConvertedManaCost
faceFlavorName
faceManaValue
faceName
finishesfoil
flavorName
flavorText
frameEffects
frameVersion2015
hand
hasAlternativeDeckLimit
hasContentWarning
hasFoil1
hasNonFoil0
isAlternative1
isFullArt
isFunny
isGameChanger
isOnlineOnly
isOversized
isPromo
isRebalanced
isReprint
isReserved
isStarter
isStorySpotlight
isTextless
isTimeshifted
keywords
languageEnglish
layoutnormal
leadershipSkills
life
loyalty
manaCost{3}{R}
manaValue4
nameOutpost Siege
number110★
originalPrintings
originalReleaseDate
originalText
otherFaceIds
power
printingsAFC, BLC, C17, C20, CLB, FRF, NCC, PIO
promoTypes
rarityrare
rebalancedPrintings
relatedCards
securityStampoval
setCodeFRF
side
signature
sourceProducts{'foil': ['12abbe7b-f87a-5fbf-ab77-1e9edec8cf90', 'de92511a-f155-59ee-95a6-420d8628d822']}
subsets
subtypes
supertypes
textAs 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.
toughness
typeEnchantment
typesEnchantment
uuidcf0666f8-634d-5300-9ea9-893998b816c8
variations30ee6a96-0e6f-5eff-8e37-79d9b2a117d2
watermarktarkir
setNameFate Reforged

Identifiers

id34824
cardKingdomEtchedId
cardKingdomFoilId
cardKingdomId
cardsphereFoilId
cardsphereId
deckboxId
mcmId271460
mcmMetaId210694
mtgArenaId
mtgjsonFoilVersionId
mtgjsonNonFoilVersionId30ee6a96-0e6f-5eff-8e37-79d9b2a117d2
mtgjsonV4Id0a80967b-1025-56b3-a28e-0480446cd135
mtgoFoilId
mtgoId
multiverseId
scryfallCardBackId0aeebaf5-8c7d-4636-9e82-8c27447861f7
scryfallId516a2034-25bf-4b42-9f47-a2418d48286c
scryfallIllustrationId58d2b865-6bca-4b68-8c71-0713246a80e5
scryfallOracleIdebb24fc7-dc71-4712-8c2a-b5920f78e55d
tcgplayerEtchedProductId
tcgplayerProductId
uuidcf0666f8-634d-5300-9ea9-893998b816c8

Legalities

id34824
alchemy
brawlLegal
commanderLegal
duelLegal
future
gladiatorLegal
historicLegal
legacyLegal
modernLegal
oathbreakerLegal
oldschool
pauper
paupercommander
pennyLegal
pioneerLegal
predh
premodern
standard
standardbrawl
timelessLegal
uuidcf0666f8-634d-5300-9ea9-893998b816c8
vintageLegal

Purchase URLs

id34824
cardKingdom
cardKingdomEtched
cardKingdomFoil
cardmarkethttps://mtgjson.com/links/00b1885a9c9b4f37
tcgplayer
tcgplayerEtched
uuidcf0666f8-634d-5300-9ea9-893998b816c8

Foreign Data (per language)

No foreign data.

Rulings

datetext
2014-11-24Each Siege will have one of the two listed abilities, depending on your choice as it enters the battlefield.
2014-11-24Each 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.
2014-11-24If a noncreature card is manifested and then leaves the battlefield while face down, the "Dragons" ability will trigger.
2014-11-24If 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.
2014-11-24The 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.
2014-11-24The 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.

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