Breaking / Entering

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

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

Combos Browse all

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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Breaking / Entering Discussion

cdkime on CMC and Kicker

3 weeks ago

Boza is correct, though, there are two additional exceptions I figured I'd mention.

Fuse:

In most zones, Fuse cards like Breaking / Entering have a CMC equal to their total cost. When on the stack, their CMC is equal to whatever you cast. So, Breaking / Entering has a CMC of 8 when not on the stack, and can have either a CMC of 2 (Breaking only), 6 (Entering only), or 8 (both) when on the stack.

Aftermath:

Cards like Destined / Lead follow the same rules as Fuse--in most zones, they are equal to their total CMC, and when on the stack only equal to the part that is cast. The only difference is the two halves can't be cast together, so there are only two different possible CMCs when on the stack.

willwrdn on

1 month ago

Like I said, Breaking // Entering is just a proxy for Discover // Dispersal. The card finder on tappedout can't find it currently and that makes it not possible to playtest with it.

Concerning Etrata, if I've reached the point where I've been able to attack with her 3 times, then the game should already be over by normal means. If we disregard the win-con, a 3/5 that doesn't really interact with other cards in the deck for 4 mana isn't particularly exciting to me.

Blood Operative is definitely worth considering and I'll make it a point to playtest with it.

To your point concerning Phantasm and Spybug, if we exclude those cards from the count of non-lands (i.e. slots we can allocate to cards that surveil), 19 out of 27 of them (i.e. 70% of them) surveil. Whether or not replacing the other 8 with more surveiling cards is a good idea is something I don't think is as black and white as you view it.

On the whole, the impression I'm getting is the way you would want to build this deck and how I would are fairly removed from each other, which is okay, but not something I'm looking to do.

Shad0wRaz0r on

1 month ago

I don't think you should be running Dimir Spybug or Thoughtbound Phantasm, or other cards like that, in this deck. While I would encourage running surveil cards like Thought Erasure and Sinister Sabotage for the card advantage, cards like those creatures I mentioned should be run in solely surveil decks, as they function best in them. If you want surveil cards to replace them, Blood Operative is really powerful, as it lasts through Chainwhirler, has decent damage, and has graveyard hate all in one package. Hostage Taker is a pretty good replacement as well.

Second off, your creatures are not particularly powerful, so I don't think it's a good idea to run Lazav, the Multifarious unless you have a deck devoted to it. Maybe the other Dimir legendary, Etrata, the Silencer, would be a good finisher with all of the surveil you have already.

Finally, Breaking // Entering is not standard legal. There are some good replacements for that slot, though, like Notion Rain or other card advantage sorceries.

griffstick on

1 month ago

Breaking // Entering is not in the CMDR color identity because it has red in it. So it can't be used in this deck

hydrothermia on Need help reworking it

1 month ago

Welcome to Tapped Out!

  • From what I gather is that you're going for a mill intensive B/U(Dimir) deck?
  • How cheap(budget) are we talking about?

Thought Scour | Tome Scour | Horrifying Revelation | Hedron Crab | Fraying Sanity | Drowner Initiate | Dimir Charm | Dream Twist | Compelling Argument | Cathartic Adept | Breaking // Entering | Jace's Erasure | Memory Erosion | Memory Sluice | Mind Funeral | Nemesis of Reason

These are all under $10, I would also invest in having 3 to 4 copies of a number of these.

lagotripha on whoops is that one card your library?

5 months ago

Fetch heavy meta? Mind Grind/Mind Funeral is game-ending with a stall package.

Creature token meta? Echoing Truth. Breaking / Entering is a classic.

Looking to make combo hate you- any one of the many, many black 'search library and remove' cards.

Most majorly successful mill decks I've seen have been esper control looking to trigger a t1 archive trap off of a Path to Exile, if you want to move that direction, but most the rest of it is just surviving that many cards in graveyards. Tormod's Crypt in the side.

Darth_Savage on Aggro Mill Trap

7 months ago

Mill is a difficult thing to win with, but I have a couple of suggestions for you...

  • The strongest mill decks I've seen use Mesmeric Orb, if your on a budget Memory Erosion or Altar of the Brood might be ok but are nowhere near the power of the Orb.
  • Fraying Sanity should be a 4 of, this is one of the best mill cards printed in a long time.
  • Tome Scour and Mind Sculpt should be replaced with 4 Breaking / Entering.
  • Fetch Lands, they are pricey but they let you trigger Hedron Crab twice, this is incredibly useful.

The other option is to up the aggro side of this deck, maybe try to use horror tribal 4x Hunted Horror, 4x Thing in the Ice Hidden Horror and to make it all click 4x Torpor Orb.

Hope this helps

Peisistratos on Competitive Modern Mill

7 months ago

Ehi aquacode! Nice catch! :D

I've found that not only I do not want Crypt Incursion against anyone, but also that I would never board it in in this list. Collective Brutality appears in its place out of desperation, as there isn't actually much more you'd want because there are so many matchup where you'll lose no matter what you do. Collective Brutality is good against Burn, but such is one of those unwinnable matchups even with this addition - so that it doesn't really count; anyway, against Burn Darkness and Mesmeric Orb are your worst cards, though you need some Mesmeric Orbs if you're boarding some Set Adrifts in (for Eidolon of the Great Revel, as a losing proposition as it is). Collective Brutality makes the control matchup - which was already super favorable for us - totally unwinnable for them; and retains some usefulness against random combo decks and Hatebears (despite being quite bad against Thalia, Guardian of Thraben which should be your main target). But that is ultimately all speculation, just build the sideboard according to what you expect to fight.

As for the maindeck, I suggest swapping Fatal Push for Breaking / Entering, adding redundancy in order to have better tools against midrange: Fatal Push is not so good against them if it is not killing a turn-2 Tarmogoyf, and against other decks there is little to go goldfishing when it is a blank so many times.. I'm not updating the decklist here because this is strictly a metagame decision, close enough to other options that should probably change with any fluctation of the expected field!

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