Siege of Towers MTG Card


Boosts card advantage by converting lands into offensive elemental creatures, expanding strategic options. Enables repeatable resource acceleration, making each land more than just a mana source. Introduces a surprising twist to the battlefield, forcing opponents to reconsider their defense strategy.
Card setsReleased in 3 setsSee all
Mana cost
Converted mana cost2
RarityRare
TypeSorcery
Abilities Replicate

Text of card

Replicate (When you play this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.) Target Mountain becomes a 3/1 creature. It's still a land.


Cards like Siege of Towers

Siege of Towers is a remarkable red instant spell for MTG players looking for a transformative land ability. In a similar niche, we find cards like Zoetic Cavern, which offers a twist with its Morph ability, allowing it to turn face up as a 2/2 creature or a land when needed. However, Siege of Towers uniquely specializes in turning lands into potent 3/1 red Elemental creatures with haste, giving players an aggressive edge during surprise attacks.

Another parallel is seen in cards such as Koth of the Hammer, whose -2 loyalty ability morphs a mountain into a creature until the end of turn, although the core difference lies in the fact that Siege of Towers is not a one-time use card like a Planeswalker’s loyalty ability. Raging Ravine also deserves mention; it can become a creature with every attack, and while it brings long-term growth, Siege of Towers focuses on immediate and fiery battlefield impact.

Each option carries its strengths, but for swiftly turning the tide by using the land itself as a weapon, Siege of Towers shines in MTG. It allows swift tactical plays that capitalize on land resources without waiting for summoning sickness, appealing especially to players who like to strike fast and hard.

Zoetic Cavern - MTG Card versions
Koth of the Hammer - MTG Card versions
Raging Ravine - MTG Card versions
Zoetic Cavern - MTG Card versions
Koth of the Hammer - MTG Card versions
Raging Ravine - MTG Card versions

Cards similar to Siege of Towers by color, type and mana cost

Scent of Cinder - MTG Card versions
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Fanning the Flames - MTG Card versions
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Hurly-Burly - MTG Card versions
Brood Birthing - MTG Card versions
Scent of Cinder - MTG Card versions
Spitting Earth - MTG Card versions
Fanning the Flames - MTG Card versions
Strategy, Schmategy - MTG Card versions
Disorder - MTG Card versions
Warrior's Oath - MTG Card versions
Tribal Flames - MTG Card versions
Incendiary Flow - MTG Card versions
Embereth Shieldbreaker // Battle Display - MTG Card versions
Nahiri's Lithoforming - MTG Card versions
Mizzium Mortars - MTG Card versions
Volcanic Hammer - MTG Card versions
Burning Wish - MTG Card versions
Mana Seism - MTG Card versions
Yamabushi's Storm - MTG Card versions
Face to Face - MTG Card versions
Pyroclasm - MTG Card versions
Goblin Sleigh Ride - MTG Card versions
Hurly-Burly - MTG Card versions
Brood Birthing - MTG Card versions

Card Pros

Card Advantage: With Siege of Towers added to your deck, you uptick your ability to manipulate the battlefield to your favor. The card itself transforms a land into a potent offensive threat, indirectly boosting your hand by leveraging the lands you already have in play.

Resource Acceleration: The repeatable nature of Siege of Towers allows for an exceptional form of resource acceleration. This tower-sieging sorcery empowers your lands directly, turning them into potent red Elemental creatures that can press the attack, effectively giving you more use out of each land than just mana.

Instant Speed: While Siege of Towers itself does not operate at instant speed, its presence enables a strategic layer where your lands can become surprise attackers during the deploy phase of your game plan. This twist adds a layer of complexity to the match as your opponent must now be wary of the double threat each of your lands presents, simulating an instant-speed dynamic in your strategic arsenal.


Card Cons

Discard Requirement: One of the drawbacks of Siege of Towers is the need to discard another card, which can deplete your hand and set you back, especially if you’re in need of keeping a reactive card for unexpected plays.

Specific Mana Cost: The mana needed to cast this spell includes a strict requirement of red mana, restricting its inclusion to primarily red-based or red-splashed decks and potentially rendering it unusable in mana-fixed scenarios.

Comparatively High Mana Cost: With the casting cost leaning on the higher side when compared to other direct damage spells or land enhancers, Siege of Towers might be considered less efficient. It necessitates a significant mana investment with no guarantee of an immediate high-impact return on that investment.


Reasons to Include in Your Collection

Versatility: Siege of Towers offers a unique ability to transform any land into a formidable threat, making it an adaptable addition to distinct deck archetypes. It can be a strategic asset for land-based decks or those looking to create unexpected blockers or attackers.

Combo Potential: This card has inherent synergy with effects that put lands into play or strategies that manipulate land types. It’s a cog in diverse combos, enabling you to convert lands into potential game-winning conditions.

Meta-Relevance: Given its capacity to alter the battlefield dynamic, Siege of Towers can be a tactical tool in metas where land interaction plays a pivotal role. This makes it a relevant piece in decks designed to contend with prevailing trends, reinforcing its stature as a worthwhile collector’s choice.


How to beat

Siege of Towers card introduces a notable tactical element into Magic: The Gathering deck building strategies. With its ability to turn any land into a creature, Siege of Towers shines in decks that leverage land cards to the fullest. However, a savvy opponent knows that direct land destruction, counter spells, or removal of creatures once they’re created can efficiently neutralize this threat. Considering its convertibility only during your turn, strategically timing removal spells right after land transformation can undermine its impact.

Essential to your counter-strategy is also the mana curve management. Since transforming a land with Siege of Towers requires red mana, you can anticipate and prepare appropriate spells to disrupt this activation. Instant speed spells particularly shine here, allowing you to answer during your opponent’s turn and potentially wasting their mana for the turn. Furthermore, you could introduce cards that restrict the types of spells your opponent can cast or the times they can do so, limiting the effectiveness of their Siege of Towers plays. Thus, while Siege of Towers can pose a unique challenge on the battlefield, several counter-strategies effectively address it.


Where to buy

If you're looking to purchase Siege of Towers MTG card by a specific set like Guildpact and The List, there are several reliable options to consider. One of the primary sources is your local game store, where you can often find booster packs, individual cards, and preconstructed decks from current and some past sets. They often offer the added benefit of a community where you can trade with other players.

For a broader inventory, particularly of older sets, online marketplaces like TCGPlayer, Card Kingdom and Card Market offer extensive selections and allow you to search for cards from specific sets. Larger e-commerce platforms like eBay and Amazon also have listings from various sellers, which can be a good place to look for sealed product and rare finds.

Additionally, Magic’s official site often has a store locator and retailer lists for finding Wizards of the Coast licensed products. Remember to check for authenticity and the condition of the cards when purchasing, especially from individual sellers on larger marketplaces.

Below is a list of some store websites where you can buy the Siege of Towers and other MTG cards:

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Printings

The Siege of Towers Magic the Gathering card was released in 3 different sets between 2006-02-03 and 2024-01-12. Illustrated by Anthony S. Waters.

#ReleasedNameCodeSymbolNumberFrameLayoutBorderArtist
12006-02-03GuildpactGPT 762003NormalBlackAnthony S. Waters
22020-09-26The ListPLST GPT-762003NormalBlackAnthony S. Waters
32024-01-12Ravnica RemasteredRVR 1232015NormalBlackAnthony S. Waters

Legalities

Magic the Gathering formats where Siege of Towers has restrictions

FormatLegality
CommanderLegal
LegacyLegal
ModernLegal
OathbreakerLegal
VintageLegal
DuelLegal
PredhLegal
PennyLegal

Rules and information

The reference guide for Magic: The Gathering Siege of Towers card rulings provides official rulings, any errata issued, as well as a record of all the functional modifications that have occurred.

Date Text
2006-02-01 The Mountain will remain a creature for the rest of the game. It doesn’t have a creature type.
2008-08-01 A noncreature permanent that turns into a creature can attack, and its abilities can be activated, only if its controller has continuously controlled that permanent since the beginning of their most recent turn. It doesn’t matter how long the permanent has been a creature.