Engineered Explosives

Legality

Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Masterpiece Series: Kaladesh Inventions (MPS) Mythic Rare
Modern Masters (MMA) Rare
Fifth Dawn (5DN) Rare

Combos Browse all

Engineered Explosives

Artifact

Sunburst (This enters the battlefield with a charge counter on it for each color of mana spent to cast it.)

{2}, Sacrifice Engineered Explosives: Destroy each nonland permanent with converted mana cost equal to the number of charge counters on Engineered Explosives.

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Engineered Explosives Discussion

DrK4ZE on Jund

2 days ago

3-3 split on hand disruption.

SB needs a lot of changes: either play 4 or 0 Leyline (id recommend 0 for this deck). If you're running Leylines then don't run Spellbombs. Instead of Torpor Orb run a sweeper Damnation, or Engineered Explosives are your best choices. Liliana, the Last Hope is also a good SB option. Damping Sphere is less ideal as a 1 of, I'd run more removal. You're gunna lose to tron regardless.

Don't run Thragtusk. Kitchen Finks does the same job for 2 less mana.

CarelessEmu on BW Tokens

4 days ago

arcane_trouper While Engineered Explosives is really good in other decks, I think it's terrible in tokens. You can only abuse x=0 to x=2 but rarely do you want x=2 as it hurts you. X=0 kills yours own tokens so that leaves you with x=1 as your only option. A lot of the one mana stuff you want to get rid of have better answers.

Timely Reinforcements is an okay card. It tends to be high variance. Sometimes your board state doesn't match up against creature decks to get full value out of it. Against Burn, it all depends on whether they have the anti-lifegain card and can play around it. Imo it's a bit situational. Overall, it might just be better to play more Collective Brutality as it's better against Burn and has utility against both creature and non-creature decks. Although it seems you already play 2 in the main board so I think you're totally fine. I would just recommend you play an extra Dismember to handle bigger threats and 1 Fatal Push. I really like this split based on the versatility.

Which matchups are you bringing in Runed Halo for? I think depending on the meta, one card to consider is Alpine Moon with one Sacred Foundry in the deck. It's the best hoser against the Tron and Valakut decks, which are probably the worst matchups for this deck. I'm not saying you should run it but it's something to brainstorm about.

RingweMakil on Ravaging Command

4 days ago

Nathanaiel - exactly, the other two options are not the best, and if I am to increase the number of manlands, I'd probably just advocate for the third Tar Pit. However, too many taplands is very much a concern in this list, so for now, I'm sticking to two. Hopefully, with Search for Azcanta  Flip, Jace, the Mind Sculptor and Pull from Tomorrow, flood won't be an issue.

You definitely can't kill Tron before they start playing out their threats. That is not the plan, however; the plan is to deal with their threats with some combination of countermagic and discard to buy enough time to then enable one of your own threats to end the game. That said, Olivia Voldaren and Kalitas, Traitor of Ghet both do match up very well against Wurmcoil Engine.

Now, regarding the many 1 of's and 2 of's - the traditional deckbuilding strategy is to have as many 3 and 4 of's as possible in order to maximise the chances of seeing those cards over the course of a game. To what end? The idea is, if you see the same cards every game, then you will know what the deck does, and it will do so consistently. However, there is another way for a deck to be consistent, and this is seen, for instance, in EDH decks - you have a bunch of cards that perform a similar role, and so even though they are different cards, they carry out the same function, and therefore behave much like the same card in certain situations.

For instance, against a turn 2 Tarmogoyf, Terminate, Dreadbore and Fatal Push are eight cards that all do exactly the same thing - so instead of seeing the cards as 3 Terminate and 1 Dreadbore, you can treat the lot as four removal spells. Similarly, at the four drop slot, Kalitas, Traitor of Ghet, Olivia Voldaren, Jace, the Mind Sculptor and Nicol Bolas, the Ravager  Flip are all powerful threats that must be answered. Yes, it's 3, 1, 1, 1 - or, it's 6 powerful four drops.

Packages like this mean you can fill your deck with a lot of versatile and powerful cards so that you can in any given situation make use of that flexibility to concoct a game plan. Understanding the precise role and niche each card in the deck occupies means you can have a bunch of one-ofs that will do something in each situation, and then combined with the effects of the other cards drawn alongside those one or two of's, you can craft a cohesive strategy.

For instance, against dredge - you draw Kalitas, plus a bunch of removal spells. The plan? Play Kalitas, start exiling stuff, stabilise that way. But instead, say you draw Olivia. Then the plan is to use Olivia to recurringly kill their guys, then win the game quickly off burn and her giant flying attacks before they can dump their yard on the board again. Again, say against dredge, post board, the four drop you have is Damnation. Then combined with Extirpate you should be able to stabilise.

Again, against Jund - they have a Liliana of the Veil in play they just plused. If you have Sedraxis Specter, then you discard that, and finish Lili off in conjunction with any other threat or burn. If you have Dreadbore, just kill her straight up. If you instead just have four drop threats, use them and Snapcaster Mage or Kolaghan's Command to overload LoTV's minus.

Against tokens, you might draw Olivia Voldaren, Engineered Explosives, Izzet Staticaster, or Damnation. These are all 1 or 2 ofs, but they are all cards that will get you out against an army of Lingering Souls. Against zoo, you might draw Engineered Explosives, Damnation, or Fatal Push, and they'll all help you get through zoo's early aggression.

In none of these situations do you have exactly the same cards, yet with the cards you do have, you should be able to find a way out. That's because the cards in question are powerful and flexible, allowing you to craft different strategies according to the situation, meaning overall, you don't really mind which 1 or 2 specific cards you draw over the course of a game; even though you can't expect to see the exact 1 or 2 of every game, you can expect to see some number of cards which will together help you find a winning line.

arcane_trouper on BW Tokens

5 days ago

Thanks for the advice CarelessEmu! I have previously toyed with adding LotV, but had previously found my 3 drop spot was already crowded with Lingering Souls and Spectral Procession. But Lili is definitely a powerhouse, so I might reconsider her.

Your ideas got me thinking, and I redid my sideboard. You are correct that two Stony Silence is too much. Even one might be too much, but I decided to keep at least one in for now. What are your thoughts on Timely Reinforcements and Engineered Explosives?

Chasmolinker on New Abzan

5 days ago

Also swap one of your board wipes for EE

cplvela0811 on Welcome to Death TV

1 week ago

Ratchet Bomb as a mono-colored Engineered Explosives? I know it could screw the board pretty well, in multiplayer matches. I mostly ramble in Modern, so I could be incorrect on my suggestion. +1.

Icbrgr on Five Color Unplayables

2 weeks ago

perhaps the sunburst mechanic would be useful like Etched Oracle, Spinal Parasite and Engineered Explosivescould be handy for some utilty... same goes for the converge mechanic with something like Infuse with the Elements.

ECPracticeSquad on Esper "Turtle" Control

3 weeks ago

That's why I run a main deck copy of Engineered Explosives, along side the Supreme Verdict, with additional copies of Engineered Explosives, Supreme Verdict, and Settle the Wreckage in the board. I've been debating on switching the second verdict for a Wrath of God, but I haven't come across too many matches where regeneration is a huge issue. Since this deck isn't playing a lot of discard, is trying to be as instant speed as possible, and doesn't have the same luxury/versatility as Jeskai with Lightning Bolt, Lightning Helix, and Electrolyze, it needs all the cheap removal it can get. Thus, the 4 Path to Exile, 4 Fatal Push, and 2 Spell Snare, not including flashing them back with Snapcaster Mage. On the upside, this deck is really good at molding to its matchup. Thanks to the type of removal I run side boarding is pretty easy.

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