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By itself, this is a 3/4 for GGG that you can pay in installments, which means that if you weren't going to do anything on turn 1, it's like a 3/4 for GG. That's pretty big. On top of that, as long as you can incrementally spend the energy it makes, you can reuse it as "G: You get E." That's all pretty obvious, but it's easy to overlook that this might be the best Revolt enabler in the set, since any time you cast it with no energy in your pool, it not only generates an energy, it also generates Revolt without costing you any resources.
Okay, but seriously, I'm not here to talk about Elephants. I'm here, much like I'm sure everyone else this week will be, to talk about Fatal Push.
A Card Pushed Hard
Now, personally, I think there's a high bar to writing about the most obvious card in the set. I don't sit down to write an article to tell you that a card that was pushed to be an Eternal staple is going to be good. I know that would be pointless. You don't need to read about why it will be good. What's worth talking about is what that means.
Throughout literally Magic's entire history, it's been frustrating that black, with a color pie distinction that says that it's good at killing creatures, has been so bad at killing creatures that a B/U or B/G deck will often feel pressed to splash white or red for creature removal because it just isn't acceptable to be able to kill a creature at instant speed on turn 1 when Lightning Bolt and Swords to Plowshares (or Path to Exile in Modern) have always been there. Disfigure's completely embarrassing compared to those, but that's what black decks that don't want to splash are often reduced to.
Finally, this is no longer the case.