|Commander / EDH||Legal|
Printings View all
|Dragon's Maze (DGM)||Rare|
|Promo Set (000)||Rare|
Combos Browse all
Breaking / Entering
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
4 days ago
I could help a little if I knew what kind of format you were playing.
Your deck's tag says Standard, it looks like Modern, but Jace is your Commander (Planeswalkers can't be a General). Maybe I'm missing something.
Anyways, that new card Fraying Sanity is pretty neat. Also you might want a way to make red mana to cast the Entering part of Breaking / Entering.
1 week ago
@Peisistratos I did not intend to imply Breaking / Entering should replace Mind Funeral, I only mean that they are very comparable in power. They both require help to net you 10, though the "help" in the case of Mind Funeral is often simply luck. I just meant the main board I play is different, and Breaking / Entering has as much a place as Mind Funeral.
For Game one, I focus on doing everything i can to increase chances of a turn 4 win, I dont mainboard protection, leaving 8 open slots. I tune the board for game 2 and hopefully 3 and Breaking / Entering or Mind Funeral (in the case of a deck with higher land count) are the first 4 to be side-boarded out. It eliminates dead cards in game one however.
I don't think you're wrong about Mill, I just fall into that group that wants to play mill, understands it'll likely never be Tier one, but still want to Play Mill as competitively as possible.
1 week ago
kevinfeuerhelm you should definitely turn your nose up at a card worth 80% of Glimpse the Unthinkable. Mill happens to care about milling only by tens: you never have to mill mush lesser than 50, and many of your engines begin to work at 20 (Visions of Beyond) and 30 (Shelldock Isle) milled cards. Sometimes you get lucky with your Breaking / Entering because your opponent have thinned her own deck or because you compensate your lucklaster spell in Breaking / Entering with another card (e.g. Archive Trap); but that does not cover all the cases. And when you are forced to cast a second Breaking / Entering, you'll probably lose. Your experience (given its traits) with Mind Funeral obviously means nothing; if you think you're saving 1 mana replacing Mind Funeral with Breaking / Entering, you're deluding yourself: many times you'll need to cast an additional spell to win, and that will cost you a card and more mana.
1 week ago
I've been working on fine tuning a modern mill deck of my own for a few weeks. We actually landed on 46 of the same cards for the main deck, and very similar sideboards.
On to my point. I suggest you start keeping an average of your Mind Funeral hits. The average you actually hit in actual games. So over my last 100 castings of Mind Funeral it has milled, on average 9.2 cards. Throw whatever statistics or computing out that you want, that's been my experience (all on MTGO).
With this in mind I want to make a case for Breaking / Entering. Sure, Mind Funeral occasionally hits it big, but it also has a chance to mill 4-7 cards too. I don't intend to imply that it should be played over Mind Funeral, but I think Breaking / Entering is at least worth stronger consideration for play, as it has better mana efficiency. 80% of a Glimpse the Unthinkable is nothing to turn your nose up at.
I don't run Darkness mainboard so I have room for it myself.
1 week ago
Hi! Here's my comment.
You don't have nearly enough sources: you clearly need to cut Buried Ruin (Field of Ruin is simply too strong to pass up) and most basic lands. Drowned Catacomb is worse than most other options. You don't want Darkslick Shores in a Fraying Sanity build trying to win not further than turn 5: try other lands. Remand is completely useless, Damnation is extremely weak, Crypt Incursion and Ensnaring Bridge are pretty decent but luckily we can do a little better. Breaking / Entering is too bad, and probably so in any possible build. Jace, Vryn's Prodigy Flip is greatly underwhelming; in particular, you don't need to overcost you already expensive spells: flexibility means nothing if you have no use for it.
If you want to understand the reasons behind my notes, you need to read my guide. Bye!
2 weeks ago
You need to change the format to modern, a couple nice cards to include would be Talent of the Telepath Thought Scour Tome Scour Mind Sculpt Altar of the Brood. If you run Altar of the Brood Trail of Evidence gets pretty out of control since it forces mill and refills your hand. If you want to speed the deck up adding black givea you Breaking / Entering Glimpse the Unthinkable Mind Funeral and an alternative way to win with Duskmantle Guildmage.
3 weeks ago
I think you're running at least 1 land too many, as flooding out kills this deck in many matchups. I'd go down to 2 shelldocks, and cut most of your non-crab creatures for the Fraying Sanitys and some Breaking / Enterings. If you do cut out most of your creatures, you can also have space for a few Fatal Pushs which are pretty good with all the Death's Shadows running around. I'd use the removal spells before ever using something like Fog Bank, since they synergize with your Crypt Incursions (which should really only be a 2-of in the maindeck imo). If you'd like to take a look at my list for some ideas, you're welcome to do so: My Sanity is Fraying, Help!
3 weeks ago
deck needs alot of work. Leyline of Sanctity just beats mill and you have no way to bounce it in the deck and you need more mill cards. if they dont search their deck than Archive Trap is a dead card. take out thought scour and use Breaking / Entering and you have no graveyard hate alot of decks in modern are happy to have a grave full of cards, living end and dredge will beat you almost always if you dont have graveyard hate