This is doubly true if youve utilized piggybacking
You might not get the absolute head-knocking power of Doran, the Siege TowerDoran, the Siege Tower, or the powerful recursion of Colfenor, the Last YewColfenor, the Last Yew, but what FangornFangorn does provide is the slow, plodding advancement of your board through mana advantage and constant attacks turn after turn
While you can have some pretty aggressive starts with these builds of Blue-White Eerie, I also think there's something to be said about games where you get to hold down the fort with an army of gremlin tokens
I am also now realizing that I am missing the non-holo energy card variants, so well add that to the infinitely-long list
One mana turns into two the first turn you bring it into play, and then you just get two colorless mana every turn thereafter