Image courtesy of Scryfall.com
Fortifications with Flair: White Auras and Humorous Constraint Play
Innovation in Magic: The Gathering often blooms under the pressure of a self-imposed rule or a playful restriction. The card Siegecraft, a Khans of Tarkir enchantment—Aura, embodies that spirit in a neat, bite-sized package. When you pair a clever aura with a funny constraint, you’re not just playing a card; you’re telling a tiny story with your edges of the battlefield. And yes, there’s something deeply satisfying about watching your board suddenly look like a siege engine in slow motion. 🧙♂️🔥💎⚔️
Siegecraft is a white enchantment that costs {3}{W} and enters the battlefield attached to a creature, as a classic “Enchant creature” aura. The rules text is succinct but mighty: “Enchant creature. Enchanted creature gets +2/+4.” In Khans of Tarkir, this common rarity aura slots into the white color’s ongoing theme of solid bodies and decisive leverage. The set’s martial flavor and its artifact-rich battlefield provide fertile ground for this kind of card to shine in casual, goofy, or even semi-competitive builds. The art by Viktor Titov captures a moment of siege-ready resolve, and the flavor text—“They thought their fortress impregnable . . . until we marched up with ours, and blocked out the sun.”—knits the card to Tarkir’s fortress-screaming, sun-blocking vibe. That sense of siege is precisely what makes this aura feel both thematic and satisfying to play.
“They thought their fortress impregnable . . . until we marched up with ours, and blocked out the sun.” —Golran, dragonscale captain
Card Spotlight: Siegecraft
- Name: Siegecraft
- Mana Cost: {3}{W}
- Type: Enchantment — Aura
- Text: Enchant creature. Enchanted creature gets +2/+4.
- Color: White
- Rarity: Common
- Set: Khans of Tarkir (KTK), 2014
- Flavor: The line about blocking out the sun pairs beautifully with white’s steady, channeled might and the siege motif.
The aura’s long game is delightfully straightforward: you invest a few mana to push a creature into stronger territory, then lean on the enchanted creature to swing momentum in a match where every point of damage and every inch of board presence can swing the outcome. In formats where white’s efficient removal and resilient blockers are a staple, Siegecraft often serves as a reliable, no-fruss strategy—a calm, measured path to victory that can also fuel raucous memes when you apply humorous constraints. After all, there’s something almost heroic about buffing a humble creature into a surprisingly fearsome force. 🧙♂️🎲
From a design perspective, Siegecraft exemplifies the crisp, contained power that makes auras so enduring in MTG. The buff is fixed (not double-dipping with ETB or death triggers), which makes it predictable in a good way. It rewards board development and careful target selection: enchant a creature that will be valuable for the long haul, and you’ll reap the +2/+4 payoff for multiple turns. In a world of chaotic combos and mega-bomb finishes, Siegecraft invites a moment of strategic patience, a pause to savor that little fortress-under-a-fortress feeling. That’s a design win for a closed-loop, humor-ready format. ⚔️
Playing with Constraints: Laughably Clever Deckbuilding
Humor and constraint go hand in hand in MTG often, and Siegecraft encourages players to lean into lighthearted, inventive constraints. Consider challenges like “Entouch the Enchanter” or “Auras-Only Upgrades” where you enchant creatures that you’d normally overlook. With Siegecraft, a tiny 1/2 or 2/3 creature can become a mobile siege platform, and the joy comes from watching players recalibrate their strategies around a single buff window. If you set a constraint such as “Only enchant creatures with base power 2 or less,” Siegecraft’s buff swings swing even wider than you’d expect: a 2/2 becomes a 4/6, a 1/1 becomes a 3/5, and suddenly a board that looks modest at first glance becomes a convincingly dangerous presence. The humor? The triumph when you land a well-timed enchantment and your opponent realizes your ‘tiny fort’ is actually a rampaging stronghold. 🧙♂️🔥
In a broader sense, these constraints unlock social play. They invite playful storytelling, friendly banter, and a shared understanding that MTG can be both deeply strategic and joyfully silly at the same time. The aura’s simplicity is precisely what makes it adaptable to many humorous themes—whether you’re staging a mock siege, a “forts vs. towers” meta, or a pun-filled deck where every advantage is framed as a siege maneuver. And if you’re streaming or writing about it, Siegecraft offers a clean, repeatable mechanic to showcase that “aha” moment when constraint becomes creativity. 🧙♂️🎨
Art, Lore, and Collectibility
Siegecraft sits in Khans of Tarkir’s long line of white-enchantment cards that emphasize fortitude, battlefield control, and martial discipline. The artwork and flavor text emphasize a siege mentality—block out the sun, hold the line, and press the advantage—channels well into casual play and narrative-driven sessions. As a common, Siegecraft is accessible to newer players, while its foil variant and the card’s compatibility with EDH/Commander rulesets keep it relevant for veterans who relish a dependable aura in their white-heavy decks. The card’s text is lean, but its potential to alter a single creature’s trajectory makes it a quiet favorite for many players who love tactical, board-state-driven wins. In a set that’s as much about clans and conquests as it is about creatures and combat, Siegecraft delivers a compact, reliable tool for white mages who enjoy a dash of siege-mentality theatrics. Plus, the art and flavor will earn you a few nostalgia nods at the table. 💎
For collectors, Siegecraft’s nonfoil and foil printings offer different tactile experiences, with foil versions often commanding a bit more display flair in a binder or display case. In terms of market data, this card has a modest price point (recent data around $0.07 USD for non-foil and around $0.33 USD for foil) that makes it an easy add for a thematic white aura shell or a budget Commander build. The card remains playable across paper and digital formats, including MTGO and Arena, which helps keep the community’s engagement around this little siege engine alive. It’s the kind of card that rewards disciplined play and patient stacking of buffs—two things that make a lot of MTG players smile. 🔥
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Siegecraft
Enchant creature
Enchanted creature gets +2/+4.
ID: fbd17ef9-9f1b-4937-a60a-d7175f04eef2
Oracle ID: a49a9418-72d1-4ab1-89d9-a1f65ae23d35
Multiverse IDs: 386667
TCGPlayer ID: 93275
Cardmarket ID: 269439
Colors: W
Color Identity: W
Keywords: Enchant
Rarity: Common
Released: 2014-09-26
Artist: Viktor Titov
Frame: 2015
Border: black
EDHRec Rank: 23742
Set: Khans of Tarkir (ktk)
Collector #: 23
Legalities
- Standard — not_legal
- Future — not_legal
- Historic — legal
- Timeless — legal
- Gladiator — legal
- Pioneer — legal
- Modern — legal
- Legacy — legal
- Pauper — legal
- Vintage — legal
- Penny — legal
- Commander — legal
- Oathbreaker — legal
- Standardbrawl — not_legal
- Brawl — legal
- Alchemy — not_legal
- Paupercommander — legal
- Duel — legal
- Oldschool — not_legal
- Premodern — not_legal
- Predh — not_legal
Prices
- USD: 0.07
- USD_FOIL: 0.33
- EUR: 0.02
- EUR_FOIL: 0.17
- TIX: 0.04
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