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Frontier Siege

Frontier Siege

{3}{G}
Enchantment

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.

Illustrated by James Ryman

Formats
Not Legalstandard
Not Legalhistoric
Not Legaltimeless
Legalpioneer
Legalmodern
Legallegacy
Not Legalpauper
Legalvintage
Legalpenny
Legalcommander
Legaloathbreaker
Not Legalbrawl
Not Legalalchemy

This printing

Number#131
RarityRare
ReleasedJan 23, 2015
EDHREC rank#3,355

Prices

USD$0.38
EUR€0.29
MTGO0.02 tix
Rulings (5)
  • 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.

    Nov 24, 2014 · Wizards of the Coast
  • Each Siege will have one of the two listed abilities, depending on your choice as it enters the battlefield.

    Nov 24, 2014 · 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.

    Nov 24, 2014 · 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.

    Nov 24, 2014 · 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.

    Nov 24, 2014 · Wizards of the Coast

Printings (5)

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