TCG Playability
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.
Frontier Siege is a flexible modal enchantment that rewards players for committing to either a ramp-based strategy or an aggressive flying-focused approach, making it a powerful addition to multiple green archetypes across multiple formats. The Khans mode provides exceptional mana acceleration, generating two green mana each turn starting immediately on your second main phase, essentially functioning as a repeatable source of explosive growth that fuels larger threats and plays. This makes it particularly appealing in slower green strategies, midrange decks, and any list looking to power out threats ahead of schedule. The Dragons mode, conversely, transforms the card into an interactive tool that punishes opponents for playing creatures while you develop an aerial offense, turning your flying creatures into removal spells. This mode shines in tempo-oriented flying decks, particularly those featuring creatures with evasion that might otherwise trade inefficiently. The versatility of choosing your mode at casting time allows Frontier Siege to adapt to your specific game plan and meta conditions. In Pioneer and Modern, the card has seen play in green ramp strategies and flying-focused aggressive decks. The Khans option slots naturally into Commander builds seeking mana acceleration in green decks with commander tax concerns, while the Dragons mode appeals to decks built around flying synergies. The reasonable mana cost of three generic and one green makes it accessible early enough to impact the game meaningfully while the ongoing value generation ensures relevance in longer games, making Frontier Siege a compelling include for players seeking modal efficiency and strategic flexibility.
Illustrated by James Ryman