
Frontier Siege
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As this enchantment enters, choose Khans or Dragons.
• Khans — At the beginning of each of your main phases, add {G}{G}.
• Dragons — Whenever a creature you control with flying enters, you may have it fight target creature you don't control.
What it does
Tagged as Ramp · Removal — the jobs the deck report counts it toward.
Get it in a precon
Included in 3 preconstructed decks — cheapest sealed first.
Official rulings
- 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. (2014-11-24)
- Each Siege will have one of the two listed abilities, depending on your choice as it enters the battlefield. (2014-11-24)
- 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. (2014-11-24)
- 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. (2014-11-24)
- For the "Dragons" ability, you decide whether the creature with flying will fight the target creature you don't control as the ability resolves. (2014-11-24)
Printings & prices
Every set Frontier Siege has been printed in, with the art, the finishes and the market price of each — the headline price above is the cheapest of these.
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