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AI 🤖 Find me cards equivalent to: Outpost Siege

Equivalent red cards to Outpost Siege (card advantage engines):
1. Chandra, Torch of Defiance – +1 exiles a card, lets you cast it.
2. Light Up the Stage – Exile/cast two cards for CA.
3. Experimental Frenzy – Play off top of library.
4. Jeska's Will – Exile/cast three cards.
5. Valakut Exploration – Exiling/casting cards on landfall.

All support red card advantage/themes like Outpost Siege.

Results:

Chandra, Torch of Defiance #1 Legendary Planeswalker — Chandra

Info

Color:
Identifies:
Cost:
Rarity: Mythic
Converted Cost: 4
Power/Toughness: /
Types:
  • Planeswalker
  • SubTypes:
  • Chandra
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Rules

  • An effect that instructs you to "cast" a card doesn't allow you to play lands. If the card exiled with Chandra's first ability is a land card, you can't play it and Chandra deals 2 damage to each opponent.
  • Chandra's emblem's ability resolves before the spell that caused it to trigger.
  • If you cast the exiled card, you do so as part of the resolution of Chandra's ability. You can't wait to cast it later in the turn. Timing permissions based on the card's type are ignored, but other restrictions (such as "Cast [this card] only during combat") are not.
  • In a Two-Headed Giant game, Chandra's first ability causes 4 damage total to be dealt to the opposing team.
  • Loyalty abilities can't be mana abilities. Chandra's second ability uses the stack and can be countered or otherwise responded to. Like all loyalty abilities, it can be activated only once per turn, during your main phase, when the stack is empty, and only if no other loyalty abilities of the planeswalker have been activated this turn.
  • The emblem created by Chandra's last ability is colorless. The damage it deals is from a colorless source.
  • You pay the costs for the exiled card if you cast it. You may pay alternative costs such as emerge rather than the card's mana cost.
  • Prices

    Seller Price
    Tcgplayer 1.91 USD / 3.74 USD
    Cardmarket 2 EUR / 5.82 EUR
    Cardkingdom 3.99 USD / 12.99 USD
    Cardsphere 2.05 USD
    Manapool 0.92 USD 3.23 USD 12.49 USD

    Legalities

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

    Text


    +1 Exile the top card of your library. You may cast that card. If you don't, Chandra deals 2 damage to each opponent.
    +1 Add .
    −3 Chandra deals 4 damage to target creature.
    −7 You get an emblem with "Whenever you cast a spell, this emblem deals 5 damage to any target."

    Experimental Frenzy #99p Enchantment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 4
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Experimental Frenzy lets you look at the top card of your library whenever you want (with one restriction—see below), even if you don’t have priority. This action doesn’t use the stack. Knowing what that card is becomes part of the information you have access to, just like you can look at the cards in your hand.
  • If the top card of your library changes while you’re casting a spell, playing a land, or activating an ability, you can’t look at the new top card until you finish doing so. This means that if you cast the top card of your library, you can’t look at the next one until you’re done paying for that spell.
  • You can play a land card on top of your library only if you have available land plays remaining.
  • You can’t cast spells or play lands from your hand, but you may take other actions with those cards (such as discarding them to activate their cycling or bloodrush abilities).
  • You must follow the normal timing permissions and restrictions of the cards you play from your library.
  • You’ll still pay all costs for a spell you cast from your library, including additional costs. You may also pay alternative costs.
  • Prices

    Seller Price
    Tcgplayer 0.45 USD / 0.85 USD
    Cardmarket 0.23 EUR / 0.93 EUR
    Cardkingdom 2.49 USD
    Cardsphere 0.41 USD
    Manapool 0.92 USD 3.23 USD 12.49 USD

    Legalities

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

    Text

    You may look at the top card of your library any time. You may play lands and cast spells from the top of your library. You can't play lands or cast spells from your hand. :Destroythis enchantment.

    Jeska's Will #1744 Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 3
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    EDH Bracket Attr:
    Game Changer
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Any of the exiled cards you don't play will remain exiled.
  • Even though the card is named after a specific character, controlling any commander will satisfy its condition.
  • Jeska's Will isn't a mana ability, even if you select the first mode (or both modes). It uses the stack and can be responded to.
  • Once you've announced that you're casting a spell, players can't take any actions until you've finished doing so. Notably, opponents can't try to remove your commander to change how many modes you may choose.
  • Once you've chosen both modes for the spell, it doesn't matter whether you continue to control a commander. This is true even if you somehow no longer control a commander as you finish casting the spell.
  • The commander you control doesn't have to be your commander.
  • There's no extra bonus if you control more than one commander.
  • Use the number of cards in the target opponent's hand as Jeska's Will resolves to determine how much {R} to add.
  • You must follow the normal timing permissions and restrictions for the exiled cards. You can't play lands this way unless you have land plays available.
  • You'll still pay all costs for a spell cast this way, including additional costs. You may also pay alternative costs if any are available.
  • Prices

    Seller Price
    Tcgplayer 40.34 USD
    Cardmarket 31.55 EUR / 34.81 EUR
    Cardkingdom 47.99 USD / 59.99 USD
    Cardsphere 34.34 USD
    Manapool 0.92 USD 3.23 USD 12.49 USD

    Legalities

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

    Text

    Choose one. If you control a commander as you cast this spell, you may choose both instead. • Add for each card in target opponent's hand. • Exile the top three cards of your library. You may play them this turn.

    Light Up the Stage #117 Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 3
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Spectacle

    Rules

  • Casting an exiled card causes it to leave exile. You can't cast it multiple times.
  • If you don't play a card exiled this way, it remains in exile.
  • Light Up the Stage doesn't change when you can play the exiled cards. For example, if you exile a sorcery card, you can cast it only during your main phase when the stack is empty. If you exile a land card, you can play it only during your main phase and only if you have an available land play remaining.
  • A card's spectacle cost is the same no matter how much life your opponents lost or how many opponents lost life.
  • Damage dealt to a player causes that player to lose that much life.
  • In a multiplayer game, if an opponent loses life and later that turn leaves the game, you can cast a spell for its spectacle cost. (If a player leaves the game during their turn, that turn continues without an active player.)
  • Spectacle cares only that an opponent lost life during the turn, not that the opponent's life total is currently lower than it was. For example, if an opponent loses 1 life and then gains 2 life in the same turn, you can cast a spell for its spectacle cost that turn.
  • Spectacle doesn't change when you can cast the spell. For example, you can't cast a sorcery with spectacle during an opponent's turn unless another effect allows you to do so, even if that player has lost life this turn.
  • To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as a spectacle cost), add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
  • Prices

    Seller Price
    Tcgplayer 0.2 USD / 0.29 USD
    Cardmarket 0.1 EUR / 0.27 EUR
    Cardkingdom 0.35 USD / 0.79 USD
    Cardsphere 0.18 USD
    Manapool 0.92 USD 3.23 USD 12.49 USD

    Legalities

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

    Text

    Spectacle (You may cast this spell for its spectacle cost rather than its mana cost if an opponent lost life this turn.) Exile the top two cards of your library. Until the end of your next turn, you may play those cards.

    Outpost Siege #110★ Enchantment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 4
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

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

    Seller Price
    Cardmarket 0.28 EUR / 1.63 EUR

    Legalities

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

    Text

    As 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.

    Valakut Exploration #175 Enchantment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 3
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Rules

  • If Valakut Exploration leaves the battlefield, any cards exiled with it remain exiled and can be played. The end step triggered ability won't trigger, and the cards won't be put into their owner's graveyard.
  • If you play a card this way, it leaves exile and becomes a new object. If it returns to exile later in the turn, you can't play it again.
  • If you play the card in response to the end step triggered ability, that card won't be put into your graveyard and won't be counted when determining how much damage to deal.
  • In a Two-Headed Giant game, the end step triggered ability causes the opposing team to lose 2 life for each card put into its owner's graveyard.
  • You must follow the normal timing permissions and restrictions for the exiled card. If it's a land, you can't play it unless you have land plays available.
  • You'll still pay all costs for a spell cast this way, including additional costs. You may also pay alternative costs if any are available.
  • A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
  • A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
  • Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them   on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
  • Prices

    Seller Price
    Tcgplayer 6.62 USD / 6.13 USD
    Cardmarket 2.97 EUR / 3.41 EUR
    Cardkingdom 4.99 USD / 4.99 USD
    Cardsphere 1.91 USD
    Manapool 0.92 USD 3.23 USD 12.49 USD

    Legalities

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

    Text

    Landfall — Whenever a land you control enters, exile the top card of your library. You may play that card for as long as it remains exiled. At the beginning of your end step, if there are cards exiled with this enchantment, put them into their owner's graveyard, then this enchantment deals that much damage to each opponent.

    Chandra, Torch of Defiance Legendary Planeswalker — Chandra Normal - ~$4.91

    Experimental Frenzy Enchantment Normal - ~$2.44

    Jeska's Will Sorcery Normal - ~$29.52

    Light Up the Stage Sorcery Normal - ~$1.88

    Outpost Siege Enchantment Normal - ~$0.96

    Valakut Exploration Enchantment Normal - ~$4.77

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