It doesnt do anything for two turns, which is a hefty downside, but since its a 1-drop that shouldnt be too bad
Okay, Im out for today, but will be back soon as we continue our trek through Shadows over Innistrad
They do come with a stiff drawback over a basic land however they need not even be made when you are flush with lands and so never really hurt you with their coming into play tapped
Fuel for the Cause is not a card Ive played before, but with all the planeswalkers the proliferate is too tempting
As someone who tends towards aggressive decks across all formats, how good will a Siege need to be before it becomes worth it to play and attack one, rather than just attacking the opponent
There is always the possibility that a future rules update will change something about the way that these cards work