ENCHANTMENT
Frontier Siege
As this enchantment enters, choose Khans or Dragons.
• Khans — At the beginning of each of your main phases, add .
• Dragons — Whenever a creature you control with flying enters, you may have it fight target creature you don't control.
FORMATS
CommanderLEGAL
Brawl (Historic)NOT LEGAL
DraftNOT LEGAL
StandardNOT LEGAL
ModernLEGAL
PioneerLEGAL
REMINDER TEXT · 1
- WOTC Official Reminder Textofficial rulesFight — Each of those creatures deals damage equal to its power to the other.
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- WWizards of the Coast2014-11-24Official RulingEach 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.
- WWizards of the Coast2014-11-24Official RulingEach Siege will have one of the two listed abilities, depending on your choice as it enters the battlefield.
- WWizards of the Coast2014-11-24Official RulingThe "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.
- WWizards of the Coast2014-11-24Official RulingThe 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.
- WWizards of the Coast2014-11-24Official RulingFor the "Dragons" ability, you decide whether the creature with flying will fight the target creature you don't control as the ability resolves.
Rulings via Scryfall
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