Breaking / Entering

Breaking / Entering

Sorcery

Breaking:

Target player puts the top eight cards of his or her library into his or her graveyard.


Entering:

Put a creature card from a graveyard onto the battlefield under your control. It gains haste until end of turn.


Fuse (You may cast one or both halves of this card from your hand.)

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Printings View all

Set Rarity
Dragon's Maze (DGM) Rare
Promo Set (000) Rare

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Legality

Format Legality
Highlander Legal
2019-10-04 Legal
Vintage Legal
Pioneer Legal
Casual Legal
Leviathan Legal
Legacy Legal
Modern Legal
1v1 Commander Legal
Tiny Leaders Legal
Duel Commander Legal
Limited Legal
Oathbreaker Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Unformat Legal

Latest Decks as Commander

Breaking / Entering Discussion

Ryan689 on Nightmare (Mill)

3 weeks ago

To save money you can use Breaking / Entering instead of Glimpse the Unthinkable.

tabbs33 on The Dark Mill

3 months ago

Is this deck intended to be casual or competitive? Budget or no? I'd recommend changing the hubs for your deck to help everyone give more targeted feedback and to expose the deck to a broader audience.

That being said, here are cards I'd recommend based off of Mill decks I've seen on MTGO/online (not taking into account card cost): Shelldock Isle as it basically nets you an extra card/free spell

Oboro, Palace in the Clouds to trigger Hedron Crab over and over

Visions of Beyond because it's basically Ancestral Recall for Mill

Search for Azcanta  Flip to continue to dig up Mill spells

Surgical Extraction/Extirpate/Ashiok, Dream Render/Nihil Spellbomb to hit key pieces your opponent needs (e.g. Uro, Kroxa, etc.)

Field of Ruin to hit your opponent's important lands

Crypt Incursion as a way to help you survive

Snapcaster Mage to flashback your Glimpses, Visions, etc.

Drown in the Loch, Fatal Push to serve as cheap, flexible answers to your opponent's threats

Inquisition of Kozilek,Thoughtseize to get your opponent's threats before they become threats

Breaking / Entering as a maybeboard card if you really need more efficient mill

Here are some other thoughts I had:

-You have a fair number of expensive cards in your deck, but you only have 20 lands. I have a feeling that your expensive cards will be stuck in your hand as you struggle to draw enough lands to play them (which will only be exacerbated by the fact that you have 64 cards in your deck). Even still, you'll probably want 21-23 lands in your deck. With that the average game of Modern lasts about 5 turns - can you successfully mill your opponent out in that time? If not, you'll want to trim/remove the cards that don't have a significant impact by that time. For example, I would consider replacing the following:

Curse of the Bloody Tome: comes out on turn 3 and you'll probably get 1-2 triggers out of it.

Patient Rebuilding: very variable and you may not even get any triggers out of it.

Keening Stone: you probably won't be able to cast this card.

Traumatize: most of the time this will probably only be marginally better than another Glimpse or perhaps even worse! I'd recommend doing some playtesting with your deck to see on average how many cards you mill from your opponent by turn 5. Also consider that opponents will be thinning their decks with fetchlands, Arcum's Astrolabe, and Mishra's Bauble.

Consuming Aberration/Nemesis of Reason: again, won't have an impact until turn 6, which may be too late.

Increasing Confusion: this card is very deceptive in that it actually isn't that mana efficient. If you flash it back on turn 5, then it's the exact same thing as Glimpse!

Mind Grind: same thing except for Mind Funeral - at 6 mana, this card does the same thing that Mind Funeral does for 3! -If you can afford it, definitely run 4x Glimpse, 4x Archive Trap, and 4x Mesmeric Orb. Those are your most powerful cards that you'll want every game.

-You'll also want dual lands, like Darkslick Shores, Drowned Catacomb, Watery Grave, etc. This will really help prevent you from getting mana screwed by drawing too many of one basic. Also, fetchlands are Hedron Crab's best friend!

Mill is always a fringe deck in the Modern metagame as most decks will just out-value and outrace you, which is a shame because I always find Mill so fun to play! I hope all this helps you out and I hope I didn't come off as mean/rude. I'm genuinely trying to help you out with your deck so you can win more and have more fun with it!

Epidilius on Burn the Library Down

4 months ago

Do you find Traumatize and Jace, Memory Adept to be too slow? I haven't tested this deck, obviously, but 5 mana seems like a lot in a deck with 21 lands. I would want to run 2 more lands and another Breaking / Entering.

Also, have you considered adding a white splash for Kaya, Orzhov Usurper in the sideboard? She can help keep you alive against aggro and burn.

SilentPlague on For the mil'nth time

4 months ago

Also note that the actual average converted mana cost woeuld be 2.725. This is because there is no intent on playing the "Entering" side of the Breaking / Entering card. Having the highest converted mana cost be 5 is a big deal and nearly guarantees the ability to play 1+ cards per turn.

Ninjew42 on Drowned Sanity

6 months ago

ignore Breaking / Entering as you have no Black mana. My Bad.

Ninjew42 on Drowned Sanity

6 months ago

Mind Sculpt or Breaking / Entering is better for mill with the same CMC as Compelling Argument unless you want the ability to Cycle.

Ninjew42 on Pioneer Dimir Mill Combo Control

6 months ago

How consistent is this deck when you play it? It seems a little land heavy with 25.
Tome Scour should be here as it is a great first turn hit and can followed by Drown in the Loch for a solid counter. Mind Sculpt and Breaking / Entering are also amazing.

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