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$0.57
TYPE
Enchantment

ABILITY
As Frontier Siege enters, choose Khans or Dragons. • Khans — At the beginning of each of your main phases, add {G}{G}. • Dragons — Whenever a creature with flying enters under your control, you may have it fight target creature you don't control.

ILLUSTRATOR
James Ryman

LEGALITIES
Standard Future Historic Timeless Gladiator Pioneer Explorer Modern Legacy Pauper Vintage Penny Commander Oathbreaker Standardbrawl Brawl Alchemy Paupercommander Duel Oldschool Premodern Predh

LANGUAGES
EN FR DE IT JP KR PT RU ES ZH-CN ZH-TW

RULINGS
  • 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 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 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 Each Siege will have one of the two listed abilities, depending on your choice as it enters the battlefield.
  • 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.
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