Wurmcoil Engine
The colorless answer to a problem every color has: how do you spend six mana on a creature and not lose tempo when it dies? Killing this body pays a toll on the way out, because its death hands the controller two 3/3 wurms that split the original's keywords cleanly between them. Burn down the deathtouch half, the lifelink half stays; chump the lifelink half, the deathtouch half trades up. The 6/6 already drains the board and the life total at once, gaining six on every swing while threatening to kill anything it touches, so the only clean answers are exile, a bounce that resets the death trigger entirely, or a replacement effect like Rest in Peace that exiles it instead of letting it die, so the trigger never triggers. That is the design's whole logic: it is built to be killed and to make the kill unrewarding. Edict effects are notoriously bad here, since sacrificing the original is exactly what hatches the pair; reactive graveyard hate is no better, since the tokens are created on death, not recurred from the yard. They are colorless artifact creatures too, slipping past color-specific removal. It belongs to the lineage of colorless midrange payoffs that any deck with enough lands can cast, the kind of card that asks for no commitment beyond the mana and gives back resilience in return. Few six-drops have demanded so little of a deck's color identity while punishing interaction so thoroughly.















