Breaking

Legality

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

Printings View all

Set Rarity
Dragon's Maze (DGM) Rare

Combos Browse all

Breaking

Sorcery

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

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

Breaking Discussion

Gilbobaggins on Back To The Old Grind

3 weeks ago

I would consider putting Breaking in place of Visions of Beyond . I dont like cards that make me draw. I feel putting more mill cards would more beneficial. Dont get me wrong your deck looks solid

RNR_Gaming on Back To The Old Grind

1 month ago

Hiding away a Breaking and being able to able to snag someone's big creature with Entering feels great I saw this deck a long time ago and a few pop up in mtgo leagues every now and then. Definitely, reconsider Breaking and also think about adding in some Path to Exile and Surgical Extraction splashing white for more forced searches and being able to rip combos apart before they happen will improve your win rate by a lot.

Braska on Competitive Modern Mill

1 month ago

Things I've learnt playing mill:

This list is too linear for a competitive deck. This is essentially a recreation of a less efficient burn deck. Mill does not possess the multitude of efficient 1 drop 'burn' spells like Lightning Bolt and Lava Spike to win the game before your opponent. One one hand you're going for the instant mill with Breaking , but on the other you're going for long term with Mesmeric Orb and Shelldock Isle . These are two conflicting game strategies that don't mix. Which is why you've got filler cards like Darkness just to bide you time for more mill.

Instead, try and utilise on what mill can offer you and burn cannot. You are playing black, use this to your advantage. Run Fatal Push , Drown in the Loch and Collective Brutality . Cut the less 'to the face' mill spells like Fraying Sanity , Breaking and Mind Funeral . One incredible tool to utilise is Surgical Extraction . There are so many decks in modern that rely on one or a few cards to win. Hit them where it hurts with surgical and they physically cannot win.

Ensnaring Bridge is too good not to run. It's an auto win against some decks game 1.

Don't underestimate the power of Mission Briefing . It's a better snapcaster for mill. You can play archive trap or surgical for their alternative costs (unlike snapcaster).

Mainboard crypt incursion at least 1. Your weakness is aggro decks. Pull one of these bad boys off and you've bought way more turns than any Darkness will get you.

Darkness straight up is a bad card. Fatal Push will likely buy you more turns of the game than darkness ever will. T1 fatal push a Noble Hierarch . Push a Thought-Knot Seer . Push a combo piece. Push a Goblin Electromancer .

rubeerubin on Competitive Modern Mill

2 months ago

:shrug: just play tested for about a week with it. Much higher win rate. (5% higher vs. the current meta/top 8 decks in modern). Did make a couple other small changes (but perhaps they are "big changes" since they all play nicely with Mission Briefing :

added: 1x Surgical Extraction , 3x Mission Briefing , switched one island to Steam Vents (to allow the flexibility of casting the other side of Breaking ), took out 3x Breaking , one Shelldock Isle (since Mission Briefing smooths out mana as well). In almost every game where Mission Briefing came up, it was a rock star, possibly the MVP of the deck. Added another Crypt Incursion to sideboard (red deck wins is very heavy in the meta right now).

Believe it or not, the main deck Surgical Extraction was also very important. It helps win game 1 against Whirza (the other major component of the meta right now). It isn't even close. Take away Thopter Foundry and you've bought yourself many more turns. Take away Urza and they have nothing left.

In the middle of testing removing some number of Mind Funeral and/or Fraying Sanity for Trapmaker's Snare , possibly another Surgical Extraction or Murderous Cut (every deck in the current top 8 of the meta runs at least 6 creatures). Reducing the mana curve is also a big bonus.

I think the major thing you're missing in your analysis is that 2/3 games are post-sideboard. Having 7x (or more) copies of your "silver bullet/s" is huge, along with better selection for those silver bullets as well (either putting them directly in the bin if you have a Mesmeric Orb out, or bubbling them up if you don't). Having the ability to double Surgical Extraction is one of the most common plays post-sideboard and it just straight up wins against a pretty large percentage of the meta currently.

rubeerubin on Competitive Modern Mill

2 months ago

Mission Briefing instead of Breaking seems like an improvement. Remember that you can pay the alternative cost to Archive Trap , which is probably the best mill card in the deck. Having the ability to do it twice on one turn is a back breaker. It's also 4x more Darkness . And obvious flexibility later in the game ( Mind Funeral might close out a late game better, for example).

But it's also another 4x Surgical Extraction after sideboard, which is huge. 2 out of 3 games uses the sideboard, don't forget. And speaking of sideboard, it gives you 4x copies of every single card in your sideboard.

Oh and don't forget the Surveil. If it wasn't good enough already, the ability to bubble up another mill card is huge (or that desperately needed land), or Darkness .

There are also the games where you need to draw 3 with Visions of Beyond and your graveyard is closer to 20 than your opponent's.

lil_cheez on Back To The Old Grind

2 months ago

I'd suggest Breaking over Mind Sculpt man!

Nice deck!

Peisistratos on Competitive Modern Mill

2 months ago

wallisface That's the case only if you sacrifice redundancy for the defence department, which I don't recommend. Secondly, how is it that the second copy is bad? A double Fraying Sanity quadruplicates any spell, which means you can win with your worst card ( Breaking ) coupled up with anything else (even a Mesmeric Orb on turn 2). On the other side, with a double Fraying Sanity you can with with a single Archive Trap or an average Mind Funeral (based on the remaining land cards in your opponent's deck given the late state of the game). Bear in mind that in an average game you need to resolve 5 mill spells in order to win. The first copy of Fraying Sanity allows you to decrease that number to 4 (dramatically increasing your turn-4 wins), while your second copy simply counts amount those remaining 3 mill spells left to be cast. Thanks for allowing me to clarify this point.

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