Hull Breach

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2013 (C13) Common
MTG: Commander (CMD) Common
Planechase (HOP) Common
Planeshift (PLS) Common

Combos Browse all

Hull Breach

Sorcery

Choose one — Destroy target artifact; or destroy target enchantment; or destroy target artifact and target enchantment.

Hull Breach Discussion

SideBae on Gruul Werewolves May.12 2019

19 hours ago

So I've never built a werewolf tribal deck, but I have seen a hell of a lot of red-and-green decks. So I'll put out what I suggest.

First, you do NOT need rocks -- you need dorks. Being a green deck means you have access to Llanowar Elves , Fyndhorn Elves , Elvish Mystic , Orcish Lumberjack , Birds of Paradise , Priest of Titania , Bloom Tender and Boreal Druid , all in your colors. Green Sun's Zenith for zero can fetch Dryad Arbor as a turn 1 ramp spell as well, and later GSZ can fetch whichever creature is best for you (like Reclamation Sage , if you choose to run it). Having all the mana helps cast fat, important spells.

Running a lot of creatures means you should run Growing Rites of Itlimoc  Flip, which is a WAY more affordable Gaea's Cradle .

Another bonus of the dorks is that they make things like Slate of Ancestry (which you should run) and Shamanic Revelation (which you do run) much better. Also, if you run something like Overrun or Craterhoof Behemoth , they become efficient beat sticks. If you choose to run Craterhoof, I also suggest Natural Order to get it out for cheap. Overwhelming Stampede is another good choice for a finisher.

Depending on your meta, you may want to alter your land-base to be able to run Ruination or Blood Moon . Flashfires and Choke are also on the table, depending on the colors your friends like to play. Carpet of Flowers is a good way to take advantage of a blue player. Depending on the meta, Stranglehold from your Maybeboard is also a good idea.

With regard to removal of artifacts or enchantments, Nature's Claim is a good choice, as is Krosan Grip . Ancient Grudge , By Force , and Shattering Spree are good artifact hate; Back to Nature and Tranquil Grove are good enchantment hate.

In EDH, many-for-one spells are awesome. Decimate should come in off the Maybeboard, as it's good for blowouts. I also agree with NV_1980 in that Hull Breach is a good card. Eternal Witness is wonderful recursion.

You may want to run Nature's Lore and Farseek . These are very good for finding lands, and the Lore doesn't make the land enter tapped. Further, neither specifies the 'basic' supertype, so they can get your Stomping Ground . If you put Cinder Glade in, you can fetch that too. The Lore and Farseek are better than Kodama's Reach and Cultivate , at least in my experience.

With 31 creatures, you may want to consider Lurking Predators . Also, if you choose to run Sensei's Divining Top , this card becomes even better, and running Into the Wilds becomes better.

Lands can be expensive, but the best two for you are Cavern of Souls and Ancient Tomb . Typically, you don't want your lands to ETB tapped, as that puts you behind a turn. Grove of the Burnwillows and Taiga are also pretty good. Note that, if you choose to run Grove and your meta runs a lot of x/2s or x/1s, you might want to run Punishing Fire as well.

Rhythm of the Wild is a good way to make all your creatures into more immediate threats. Shared Animosity puts pressure on hard.

Running Mana Vault and slamming it turn 1 means you can cast your general turn 2. So... it's a good idea, I think.

If you're running Gruul Turf , I again agree with NV_1980: you should run Exploration . It's a good way to get your lands down fast and efficiently.

NV_1980 on Gruul Werewolves May.12 2019

1 week ago

Hi,

First off, we would recommend that you main-board the following cards from your maybe-board:

Then there are some other cards we would include:

We are not entirely sure what we recommend you should remove in order to make room for some of this. Ruric Thar and Mana Barbs come to mind as these seem to hurt you almost as much as your opposition. We're not sure about including Coat of Arms either, as many opponents will benefit from this card too.

Anyways, let us know what you think and good luck with your build. We think this is a promising start.

Regards,

Mrs and Mr NV_1980

cEDH_TV on cEDH Niv Mizzet Food Chain

1 month ago

Whoever suggested Hull Breach thanks!

DestroyAllThots on cEDH Niv Mizzet Food Chain

1 month ago

Excellent list.

Would you consider Kiora, Behemoth Beckoner , she'd act as a win con, some ramp and can be drawn by Niv. The main downside is she doesn't win with Squee, Misthollow Griffin and Eternal Scourge.

Some other Considerations may be Treasured Find instead of Regrowth, due to the Niv synergy and Hull Breach .

aeternitatis on Naya Stompy

1 month ago

Some suggestions:

A few hot takes:

aeternitatis on Mayael the Anima

1 month ago

Some suggestions:

A few hot takes:

Shabompistan on Sek'Kuar, Aristocratic Orc

1 month ago

I'm suggesting the other Squee in case you need more creature recursion which is strong in this deck. You only have about 5 recursion cards so if you want to be able to sac more non-tokens I would consider putting in more. It's basically a worse version than the Squee you already have, but it's recursion nonetheless.

I agree that the attack pump spells aren't worth it. Especially Overwhelming Stampede since your tokens aren't high power. I would rather focus on spells that have ETB effects like you have with Impact Tremors to aid the token storm. You could upgrade to Purphoros, God of the Forge if you can spend the money. The only pump spell I would consider is Chorus of Might which could be a commander damage win condition.

Keep whatever ramp you have and add more if you want. your colors have access to all kinds of great ramp spells like Cultivate , Rampant Growth etc which will get you the proper color fixing. Ramp is beneficial in any situation, so I think's it's definitely worth a look. Your artifact ramp seems appropriate.

Those two goblin cards really depend on how consistently you can generate goblins. If you can get goblins you're willing to sac out early every game, then I think at least Goblin Grenade should be kept.

Definitely keep Pawn of Ulamog , he gives you free ramp for doing what the deck is supposed to be doing. The other two can probably go.

Also you have 2 Hull Breach in there.

multimedia on Super Budget Landfall

1 month ago

Hey, Jund Panorama and Naya Panorama are budget fetch lands. Game Trail and Sheltered Thicket are budget Gruul duals lands. Fierce Empath can tutor for Avenger or Baloths or any other 6 CMC or higher creature. Signal the Clans is an instant tutor to search for three different creatures and put one of them randomly into your hand.

Mina and Denn, Wildborn gives you another land drop per turn and it's a landfall enabler. Budoka Gardener / Dokai, Weaver of Life and Walking Atlas let you put a land from your hand onto the battlefield. Skyshroud Claim , Farhaven Elf and Wood Elves are upgrades for land ramp. Smokebraider can help to ramp into Omnath, Avenger or other Elementals.

Beast Within , Nature's Claim , Hull Breach and Decimate are upgrades for removal spells. Greater Good is a draw engine and sac outlet for Elementals. Multani, Yavimaya's Avatar is a upgrade for finisher creature and he's an Elemental. Bane of Bala Ged is an underrated budget big creature; it's excellent with haste. Rhythm of the Wild is more haste and protects your creatures from being countered.

Good luck with your deck.


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Hull Breach occurrence in decks from the last year

Commander / EDH:

All decks: 0.03%

RG (Gruul): 1.34%