Top 10 Outpost Sieges, Revisited

by
DougY
DougY
Top 10 Outpost Sieges, Revisited
(Count on LuckCount on Luck | Art by Michal Ivan)

Full Impulse

Welcome to Too-Specific Top 10, where if there isn’t a category to rank our pet card at the top of, we’ll just make one up! (Did you know that Unstable AmuletUnstable Amulet is the only artifact Outpost SiegeOutpost Siege that can deal damage to each opponent?)

It's been four years since we last took a look at how one of my favorite cards to hate on is doing, and I think there might be some intellectual superiority to be garnered. Let's say "I told you so" about Outpost SiegeOutpost Siege, shall we?

Oh, also, they printed another one that just might be better than my previous favorite version:

Count on Luck

At three mana, Count on LuckCount on Luck provides the main use of Outpost SiegeOutpost Siege at a cheaper cost, albeit while keeping things solidly in the mono-red department.

Still, the whole criteria for me believing that Valakut ExplorationValakut Exploration would overtake Outpost SiegeOutpost Siege was the simple fact that it was three mana.

With this version being the same, but also being more reliable than Valakut ExplorationValakut Exploration outside of a land deck, I'd be a hypocrite if I wasn't excited about it.

So, let's take a look at where we think Count on LuckCount on Luck will end up in the hierarchy of Outpost SiegeOutpost Sieges, and while we're there, we might as well see if people have come around to my way of thinking visa-a-vi Outpost SiegeOutpost Siege being horrendously overrated.

Top 10 Outpost Sieges

Last time around we eliminated creatures from contention, the thought being that creatures tend toward being a more temporary effect, either because their abilities often revolve around combat and can be tricky to trigger each turn, or because they're creatures, the type most well-known for dying all the time.

With that in mind, we'll be emulating our list from last time, but just like last time, I don't want to ignore them entirely, either:

Top 10 Impulsive Draw Creatures

Etali, Primal Storm
Professional Face-Breaker
Ragavan, Nimble Pilferer
  1. Etali, Primal StormEtali, Primal Storm
  2. Professional Face-BreakerProfessional Face-Breaker
  3. Ragavan, Nimble PilfererRagavan, Nimble Pilferer
  4. Harnfel, Horn of BountyHarnfel, Horn of Bounty
  5. Wild-Magic SorcererWild-Magic Sorcerer
  6. Laelia, the Blade ReforgedLaelia, the Blade Reforged
  7. Atsushi, the Blazing SkyAtsushi, the Blazing Sky
  8. Bonehoard DracosaurBonehoard Dracosaur
  9. Grenzo, Havoc RaiserGrenzo, Havoc Raiser
  10. Plargg and NassariPlargg and Nassari

At the top of the creature's list, nothing has changed, with Etali, Primal StormEtali, Primal Storm still being the most popular impulse draw creature. Immediately after that, however, things have changed drastically over the last four years.

Previous number two, Grenzo, Havoc RaiserGrenzo, Havoc Raiser, has fallen all the way to number nine, with cEDH NajeelaNajeela staple Professional Face-BreakerProfessional Face-Breaker now holding that spot.

Ragavan, Nimble PilfererRagavan, Nimble Pilferer, which was first printed a month or so after our original article, now holds the number three spot as a card that will see play in any red deck which can afford to pay $30 for cardboard.

After that, things get a bit more varied, but I did want to talk about Cascade with Wild-Magic SorcererWild-Magic Sorcerer. The first time around, I don't believe I counted Cascade as impulse draw.

I see where my head was at on that, but I think it was a mistake. Playing cards off the top of the deck is random, and while putting a cost restrictor on things makes it slightly less random, with the exception of Cascade combo decks that manage to have a two-cost Cascade card cast the only one drops in their deck, there's really no reason to not see things as random enough.

With that in mind, I'll be including Cascade and Discover cards this time around, although as you'll see it won't make a huge amount of difference.

Criteria: Mono-red, noncreature permanents that repeatedly allow you to exile one or more non-specific cards from the top of a library to play or cast either immediately, by the end of the current turn, or the end of your next turn. As is tradition, all results are ordered by EDHREC score.

10. Charred Foyer // Warped SpaceCharred Foyer // Warped Space

Charred Foyer // Warped Space

(18,214 Inclusions, 1% of 1,304,385 Decks)

At four mana, you get Outpost SiegeOutpost Siege's most common option in Charred Foyer, but the real gem here is the six-mana version. Decks likely to want this card will care about casting cards from exile, rather than just looking for a bit of consistent red card advantage.

Neriv, Crackling Vanguard
Annie Flash, the Veteran
Pia Nalaar, Consul of Revival

Luckily, this has been an area that Wizards has been giving lots of goodies to lately. We seem to get multiple commanders that care about casting from exile every year, although none have yet to really surpass the original, Prosper, Tome-BoundProsper, Tome-Bound. Still, if you haven't taken a look at some of the new and fun options, I suggest it.

2025 brought us Neriv, Crackling VanguardNeriv, Crackling Vanguard, which feels a bit like ProsshProssh-lite. It comes down and makes some Goblin tokens, then impulse draws equal to the amount of differently named tokens you control when it attacks.

2024 crafted cEDH decks out of Stella Lee, Wild CardStella Lee, Wild Card and Rakdos, the MuscleRakdos, the Muscle, but for our purposes, the more interesting cards are probably Dogmeat, Ever LoyalDogmeat, Ever Loyal, Muerra, Trash TacticianMuerra, Trash Tactician, and Annie Flash, the VeteranAnnie Flash, the Veteran.

2023 was a bit lighter, but also had a cEDH commander in Ob Nixilis, Captive KingpinOb Nixilis, Captive Kingpin, and a few casual commanders I've really enjoyed in The War DoctorThe War Doctor and Pia Nalaar, Consul of RevivalPia Nalaar, Consul of Revival.

Regardless of which commander you choose that cares about exile, however, casting your spells for free or just exiling more stuff will both be a welcome addition to your 99.

To get both in one card is a deal you just can't pass up, which is why I'm not surprised to see Charred Foyer // Warped SpaceCharred Foyer // Warped Space already here in the top ten.

9. Share the SpoilsShare the Spoils

Share the Spoils

(20,501 Inclusions, 1% of 2,800,866 Decks)

Share the SpoilsShare the Spoils is old hat at this point, with folks being very aware of this red group hug card. For a measly two mana, you can exile the top of everyone's library, and everyone can start utilizing said cards.

The only catch? You can only do so during your turn. When this card was spoiled, it drew a lot of comparisons with Howling MineHowling Mine, but as an avid group hug guy, I can tell you that this is much better.

Howling MineHowling Mine gives advantage to your opponents first, letting everyone else draw a card and then often getting removed before you ever see anything from it. Not so with Share the SpoilsShare the Spoils, which lets you immediately start playing lands and spells from the pile after casting it.

Combine that with it being a never-ending series of cards, meaning a Storm deck (or a lands deck) can just keep on playing and exiling things, and the benefits are clear. As always with group hug cards, however, be careful! Your opponents might be playing that Storm or lands deck, too.

8. Tavern BrawlerTavern Brawler

Tavern Brawler

(Partners 1,139 Decks; 23,779 Inclusions, 1% of 2,800,866 Decks)

I know I'm on the record as liking three-mana Outpost SiegeOutpost Sieges, but let me clarify that I'm also on the record as not liking Backgrounds. Outside of the command zone, at least. So if you're looking for red in your color identity and need to draw cards, then by all means, pursue Tavern BrawlerTavern Brawler!

If not, however, then I would stay away from this and other Backgrounds like it. Backgrounds operate a lot like Auras, in that they incentivize others to remove your commander, and don't do anything once people have.

In other words, all too often you'll throw this down expecting to swing in for huge commander damage and to draw a card, and instead for your trouble you get your commander removed and you've spent three mana to garner zero advantage.

Or maybe even disadvantage, as it's likely your commander wouldn't have been removed without the sudden threat of it being a 10/6 that also draws you cards. Not a fan.

That said, Choose a Background commanders exist, and a couple of them pair up quite well with Tavern BrawlerTavern Brawler!

Jaheira, Friend of the Forest
Livaan, Cultist of Tiamat
Erinis, Gloom Stalker

Jaheira, Friend of the ForestJaheira, Friend of the Forest will let you ramp out huge spells with your various tokens, and then will make herself huge while you draw more token spells with Tavern BrawlerTavern Brawler. Livaan, Cultist of TiamatLivaan, Cultist of Tiamat will double up on the spell you exile, making him a threat to one-shot folks with commander damage with the right large, splashy combat trick.

Finally, Erinis, Gloom StalkerErinis, Gloom Stalker is already looking to swing in every turn, and also ramps you while doing so. Why not add on some free damage and card draw?

7. Stolen StrategyStolen Strategy

Stolen Strategy

(30,384 Inclusions, 1% of 2,800,866 Decks)

While I wasn't at all surprised to see that Outpost SiegeOutpost Siege still lies further up this list (inertia is a hell of a drug), I was a bit bewildered to see Stolen StrategyStolen Strategy still seeing play in 30,000 decks.

Don't get me wrong, I see the appeal of three cards a turn for only five mana, but I don't think folks realize just how useless some of those cards will be, coming from random decks across the table. I'd be for it if you could at least guarantee a land drop every turn, but Stolen StrategyStolen Strategy doesn't even do that, only allowing you to cast spells.

Still, it has fallen three spots over the last four years, and as I said, inertia is a thing. As we get more and more options, and brackets make 75% decks a thing of the past, I think we'll see the slide here accelerate, however.

6. PowerbalancePowerbalance

Powerbalance

(32,862 Inclusions, 2% of 1,734,376 Decks)

After just railing on Stolen StrategyStolen Strategy, you might think that I'm rather low on relying on opponents for PowerbalancePowerbalance, as well. Nope, couldn't be higher on it! As a huge fan of topdeck manipulation strategies, CounterbalanceCounterbalance has been a favorite of mine in high-powered play for a long time.

With that said, you could say that it's a bit frowned upon as you move down the brackets, and for good reason. PowerbalancePowerbalance, on the other hand, is just fine to play at any power level (although it's still a bit better at the higher brackets where it's more common for everyone to be playing one-to-three mana spells, multiple times a turn), and makes you feel like a god with the right topdeck manipulator.

Sensei's Divining Top
Bolas's Citadel
The Reality Chip

The list of things that let you look at and manipulate the top of your library is too long to actually go into, but suffice it to say that with any of them, you will get work out of PowerbalancePowerbalance, no matter the table.

The bigger question is... Does this actually count as an Outpost SiegeOutpost Siege? Probably not. But hey, it's fun and it's card advantage!

5. Sunbird's InvocationSunbird's Invocation

Sunbird's Invocation

(52,699 Inclusions, 2% of 2,800,866 Decks)

Down four spots from four years ago, it's Sunbird's InvocationSunbird's Invocation! Dropping from the top of the list to the middle has to be a bit disheartening, but honestly, I think it has more to do with the format than the card.

In brackets one and two, Sunbird's InvocationSunbird's Invocation is as playable as it ever was, a six-mana haymaker that will generate so much advantage that you're all but guaranteed to win the game if it sticks around. Above that? Well, it's a six-mana card that doesn't do anything until you untap with it, and that's just too slow.

4. Rain of RichesRain of Riches

Rain of Riches

(53,301 Inclusions, 2% of 2,800,866 Decks)

Another in our list of "is this an Outpost SiegeOutpost Siege, though?", it's Rain of RichesRain of Riches. And I'd say that it's only playable in Treasure decks, but aren't we at the point now that every deck is a Treasure deck?

Hyperbole aside, Rain of RichesRain of Riches is astoundingly powerful in any deck that can regularly put Treasures on the table, and unlike Sunbird's InvocationSunbird's Invocation, it can usually do something the turn it comes into play, as it brings two Treasures along by itself.

In other words, it's not uncommon to throw down Rain of RichesRain of Riches into a two-drop, which will then look through your deck for a one-drop immediately. That's decent card advantage and ramp all in one package, but can be absolutely devastating in Cascade combo decks that only play combo pieces in their one- and two-mana slots.

3. Outpost SiegeOutpost Siege

Outpost Siege

(56,776 Inclusions, 2% of 2,800,866 Decks)

And we've arrived! Not as much of a coup-d'etat as I'd like, with Outpost SiegeOutpost Siege only falling one spot, but still! Of course, this four-mana scourge of supposed card advantage, this strictly inferior Phyrexian ArenaPhyrexian Arena, should be a lot lower than 50,000 inclusions.

I demand the levels it deserves! Which, to be clear, isn't zero or anything silly like that. It is, at the end of the day, a flexible card with multiple uses: One, a generic trickle of card advantage that you can get for cheaper and better elsewhere, and two, an expensive Impact TremorsImpact Tremors of a sort.

Which means that decks looking for this card should merely be those decks looking for multiples of an Impact TremorsImpact Tremors effect. Of course, if those decks are looking for that, then there are a few more options that might be considered first:

Top 10 Impact Tremors Effects

Impact Tremors
Terror of the Peaks
Purphoros, God of the Forge
  1. Impact TremorsImpact Tremors
  2. Syr Konrad, the GrimSyr Konrad, the Grim
  3. Terror of the PeaksTerror of the Peaks
  4. Warstorm SurgeWarstorm Surge
  5. Purphoros, God of the ForgePurphoros, God of the Forge
  6. Witty RoastmasterWitty Roastmaster
  7. Warleader's CallWarleader's Call
  8. Outpost SiegeOutpost Siege
  9. Agate InstigatorAgate Instigator
  10. Molten GatekeeperMolten Gatekeeper

So, it would appear that I've understated my victory.

Not only is Outpost SiegeOutpost Siege a bad card advantage engine, it's also a bad Impact TremorsImpact Tremors. In fact, I'd like to double down here and say that not only will this continue to move down our Outpost Siege list, it will also continue to move down the Impact TremorsImpact Tremors list as well, given that Agate InstigatorAgate Instigator should actually be competing for the top position.

In other words, throw out everything I've said at the beginning of this. There isn't a reason of any kind to be playing Outpost SiegeOutpost Siege anymore. Please desist.

2. Valakut ExplorationValakut Exploration

Valakut Exploration

(61,613 Inclusions, 2% of 2,800,866 Decks)

All right, I can't be bogging down the server with nonstop victory gifs, but imagine your favorite one here. Valakut ExplorationValakut Exploration has surpassed Outpost SiegeOutpost Siege as the go-to Outpost SiegeOutpost Siege, and I am here for it. It costs less, deals damage if you don't use the card, and is imminently abusable even outside of lands decks with fetch lands.

I don't want to sound like Valakut ExplorationValakut Exploration is all upside, however. It's biggest downside has probably been felt by many that have picked it up here in the last four years, so it should be stated plainly and openly: If you don't have lands, there are few cards that feel worse than this.

Not only will you be frustrated as you continue to not draw a land to play, Valakut ExplorationValakut Exploration will taunt you mercilessly, as folks around the table comment how if you ever draw lands you might draw more lands, not that you could play them. And even worse, they're right!

The even bigger downside to Valakut ExplorationValakut Exploration is that if you play your land for the turn, and exile another land, you won't be able to play it. It will merely go to exile, and the one damage it deals to opponents will be a pittance of a consolation prize as you untap the next turn and fail to draw a land to play.

So, the question is: Is all that possible feel-bads worth paying a mana less? Outside of dedicated lands decks, I would actually say no, as of now.

In mono-red, there is just a more consistent version now in Count on LuckCount on Luck, and outside of it, there are more consistent versions for four mana, and less consistent, more high-reward, niche versions for three or less.

Professional Face-BreakerProfessional Face-Breaker in aggro decks, Share the SpoilsShare the Spoils in exile matters and group hug decks, PowerbalancePowerbalance if you're playing any sort of top-deck manipulation, just to name the ones on this list. But don't worry, there will be even more in our honorable mentions!

The takeaway of the last four years for me is this, when it comes to Outpost SiegeOutpost Sieges: 1. Outpost SiegeOutpost Siege is still bad, and you should feel bad for playing it. 2. Valakut ExplorationValakut Exploration is still great in lands decks, but probably isn't your best option anymore when it comes to generic value in red.

1. Chandra, Torch of DefianceChandra, Torch of Defiance

Chandra, Torch of Defiance

(76,273 Inclusions, 3% of 2,800,866 Decks)

So what is your best option for generic value in red? I think it's still Chandra, Torch of DefianceChandra, Torch of Defiance, but I do think that Count on LuckCount on Luck gives her a run for her money in mono-red specifically. Even in mono-red, it's not a clear-cut win for the new card, however, but rather a list of pros and cons for each:

Pros, Chandra, Torch of DefianceChandra, Torch of Defiance:

  • Urgency: Immediately get a card.
  • Flexibility: Can also get you mana, or removal.
  • Consolation Prize: For your extra mana, you get two damage to each opponent if you don't use the card.

Pros, Count on LuckCount on Luck:

  • Cheaper: Three red pips makes this null outside of mono-red, but in mono-red specifically, you'll likely get Count on LuckCount on Luck down a turn earlier.
  • Resilient: Planeswalkers are on the list as the most fragile permanent type outside of perhaps creatures, whereas enchantments tend to get removed the least.

Cons, Chandra, Torch of DefianceChandra, Torch of Defiance:

  • Fragile: Tables acting correctly should be immediately attacking into your planeswalkers, meaning that Chandra shouldn't stick around for long.
  • Expensive: Four mana is a lot, especially when you could be playing a three-mana version that would've drawn you into your fourth land.

Cons, Count on LuckCount on Luck:

  • Urgency: Doesn't get you a card until your next upkeep, and may get removed in the meantime, meaning you'll have spent three mana for nothing at all.
  • Pips: Even in mono-red, three pips can be a lot. If you throw down even a single utility land, it's likely that you'll have to wait til turn four after all to play it, and that's if you naturally draw a Mountain at all.

As you can see, there is a mountain of things to consider between our old best and our possible new mono-red best. In non-enchantment decks at least, I would probably still give Chandra the nod most of the time, even in mono-red.

Three pips can just be a lot, and technically as far as drawing the card is concerned, the two cards operate at the same rate, getting you a card on turn four. Yes, you'll likely not be able to use said card on turn four, being tapped out to cast Chandra, but that's what the +1 to add or the two damage to each opponent is for.

As for the rest? I think that Chandra's hold on being the best generic non-creature option for consistent card advantage in red is in jeopardy, and there's becoming less and less reason to play her if you have a more synergistic, niche option. So, where are these generic options that might be better than Chandra? Well, in the honorable mentions, of course!


Honorable Mentions

Chandra, Dressed to Kill
Count on Luck

Before we get to that, however, more on Count on LuckCount on Luck. We just spent a bunch of time comparing Chandra, Torch of DefianceChandra, Torch of Defiance to Count on LuckCount on Luck, when I really think that the best comparison is actually Chandra, Dressed to KillChandra, Dressed to Kill.

Yes, you could play Count on LuckCount on Luck outside of mono-red, but I doubt you would, so the best comparison is probably the other three mana version that cares about red cards. And in short... I think that it depends on how well you can defend Chandra, Dressed to KillChandra, Dressed to Kill.

If you've got tokens and bodies galore that will gum up the possible aggro coming her way, I think she's clearly better in a mono-red deck, being able to both draw cards and also ramp you. If you're not able to defend her, however, then she reads as a sorcery, and that's just not good enough.

Wild Wasteland
Furious Rise
Expedited Inheritance

In other "cheaper than four" contenders, there's a lot of niche stuff like Unstable AmuletUnstable Amulet and Tempered in SolitudeTempered in Solitude.

In more generic stuff, however, there's actually been a lot of play in this design space of late. I think my favorite as of right now is the one seeing the least play, Expedited InheritanceExpedited Inheritance.

There is some obvious play there for RepercussionRepercussion and Stuffy DollStuffy Doll decks, but honestly I think any deck trying to center itself around combat should at least be considering Expedited InheritanceExpedited Inheritance.

Yes, yes, it's symmetrical, meaning opponents will get advantage as well, but with your deck being designed around it you have a much better chance of getting more advantage and breaking parity. Combine that with the two-mana cost and all the various reasons you'd want to be casting from exile these days, and there's a lot more decks that should be looking at this thing.

As for the other two, I'm not even sure I should have included Furious RiseFurious Rise in the "generic" section, as I'd really only suggest playing it if you have a commander with power four or more. That said, of the 928 commanders in the game who can play red, 399 of them have power four or more.

That's not quite half, but it's close enough that I'd call it pretty darn generic. And if your commander is one of those, and isn't a kill-on-sight kind of deal? I'd be playing Furious RiseFurious Rise over any other card on this list, easy.

Finally, Wild WastelandWild Wasteland seems like a big risk, and it is. Skipping your draw step can be a huge deal, but so can drawing two cards a turn. The most likely decks that will want Wild WastelandWild Wasteland are those looking to exile all of the time, or those looking to have an empty hand for other reasons.

Honestly, though, I don't think enough people are playing this in a generic fashion. If you're not playing a bunch of instants, then there's little downside to the exile as opposed to the draw, especially if you're planning on dumping your hand out anyhow.

Perhaps this is my "interaction is overrated at lower power levels" argument coming out again, but more folks should be considering this card despite its obvious risks.

Visions of Phyrexia
The Flux
Chandra, Fire Artisan

The four-costs that are competing with the likes of our number one slot are losing out most of the time, and for the most part I'd agree with that. That said, there are some upsides to these for various individual decks or slots.

Visions of PhyrexiaVisions of Phyrexia, for instance, is one I would windmill-slam over ChandraChandra if my commander or a lot of my deck had activated abilities, or if I'm an artifact deck.

Remember, you get a Powerstone on the first turn you play it, so it's paying dividends immediately, even if you never fail to play a card from exile again. As for The FluxThe Flux, I'll admit that I've yet to find a deck for it, but I will say that if you're short on removal and also want a card draw engine, then this is a pretty easy include. Lastly, I talked about my love for Chandra, Fire ArtisanChandra, Fire Artisan four years ago, and it hasn't dimmed since.

Her rattlesnake ability keeps her alive way more often than it should, and as a result she ults way more often than she should. Is it bad form to assume that your opponents will play badly? Absolutely. Do I love holding it over their heads when they do? Even more than I enjoy playing optimally, it would appear.


Nuts and Bolts

There always seems to be a bit of interest in how these lists are made (this seems like a good time to stress once again that they are based on EDHREC score, NOT my personal opinion…), and people are often surprised that I’m not using any special data or .json from EDHREC, but rather just muddling my way through with some Scryfall knowledge! For your enjoyment/research, here is this week’s Scryfall search.


What Do You Think?

And finally, what is your favorite Outpost SiegeOutpost Siege? Are you still playing Outpost SiegeOutpost Siege, despite my pleas? Why? No, really, why? Why, damn you!

Let us know in the comments, and we'll see you at the table that keeps randomly spawning objects atop it. Are people leaving these sodas and dice and cards, or is there something more sinister going on?

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