![]() ![]() For years the format's worst color, white has now secured a role as the color best equipped to stick spokes in enemy gears. ![]() Fatal Push has experienced a steep drop-off in popularity because it doesn't answer Wrenn and Six. Also, play more answers to your opponent's engines. The key to winning an engine war? Play more engines. The player with the least valuable engine may not lose as fast as the one with no engine in the first scenario, but is under pressure in a similar way to deal with the spiralling board state. ![]() These types of "engine duels" force players to critically assess the value offered by each piece, determining which is more valuable than the other at that stage in the game. Other times, they're different one player ticks up that same Wrenn while their opponent uses Urza's Saga to craft an army of Construct tokens, hoping to go over the top of whatever board's in front of them and take out the planeswalker.And How to Win It ![]() Sometimes the engines are the same card both party ticks up their Wrenn and Six during a stalemate, which the player with the smaller Wrenn is forced to break lest their opponent ultimate and reclaims access to their grave full of Lightning Bolts. The final case occurs when both players have active engines, and neither removal for their opponent's. Enough turns of this and the game is functionally over, meaning no card you could rip off the top could offset the advantage accrued across the table. Think being stuck on one color as opponents beat you down with their Ragavan, amassing treasures and maybe even casting a spell off the top of your deck. How does that scenario play out in practice? The simplest case is when one player has an active engine and the other doesn't. Read on for the theory that informed my deckbuilding process, the deck itself and a bit of its history, and a mini-primer for Amber Domain. The deck I'll unveil today is one I've been working on for months: a five-color pile that only plays 14 color-producing lands. Leave these cards unchecked and they will snowball value, be it in the form of damage, cards, mana advantages, bodies or otherwise, until opponents simply cannot keep up. These range from planeswalkers like Wrenn and Six to creatures like Ragavan, Nimble Pilferer and other permanents such as Urza's Saga. The format is crawling with engines, single cards that generate value on a turn-by-turn basis. Grinding Modern post- MH2 made me realize something. ![]()
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