(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated,
exileTo exile an object, move it to the exile zone from wherever it is. See rule 406, “Exile.” (CR 701.13) it, then
castTo cast a spell is to take it from the zone it’s in (usually the hand), put it on the stack, and pay its costs, so that it will eventually resolve and have its effect. A player may cast a spell if they have priority. See rule 601, “Casting Spells.”
To cast a card is to cast it as a spell. (CR 701.5) it transformed.)
When this Siege enters, target opponent discards two cards. //
FlyingFlying is an evasion ability.
A creature with flying can’t be blocked except by creatures with flying and/or reach. A creature with flying can block a creature with or without flying. (See rule 509, “Declare Blockers Step,” and rule 702.17, “Reach.”)
Multiple instances of flying on the same creature are redundant. (CR 702.9)
At the beginning of each opponent's upkeep, if that player has two or fewer cards in hand, this creature deals 2 damage to them.