Hull Breach

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander 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.

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C13

CMD

HOP

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Hull Breach Discussion

Flyheight on Ramos's And His Amazing Technicolor Dreamcoat

5 days ago

No Fetches in the mana base?

So you said you're looking for cuts, here are some cards I particularly LIKE from your list (in no particular order):

Creatures (16):

Atraxa, Praetors' Voice, Coiling Oracle, Corpsejack Menace, Deathrite Shaman, Intet, the Dreamer, Maelstrom Archangel, Maelstrom Wanderer, Mercurial Chemister, Prime Speaker Zegana, Rashmi, Eternities Crafter, Thrasios, Triton Hero, Vorel of the Hull Clade, Weaver of Currents, Winding Constrictor, Yidris, Maelstrom Wielder, Yore-Tiller Nephilim

Non-Creatures (28):

Maelstrom Nexus, Mirari's Wake, Pernicious Deed, Flesh / Blood, Hull Breach, Merciless Eviction, Slave of Bolas, Unexpected Results, Villainous Wealth, Abzan Charm, Jund Charm, Naya Charm, Sphinx's Revelation, Trap Essence, Chromatic Lantern, Door to Nothingness,Dragon Arch, Legacy Weapon, Lightning Greaves, Planar Bridge, Prismatic Geoscope, Sensei's Divining Top, Sol Ring, Thran Dynamo, Vedalken Orrery, Ajani, Mentor of Heroes, Nicol Bolas, Planeswalker, Sarkhan Unbroken

Other cards I really like that you might want to consider (20):

Chromanticore, Trace of Abundance, Kiora's Follower, Wargate, Derevi, Empyrial Tactician, Knotvine Mystic, Gilder Bairn, Kiora, Master of the Depths, Captain Sisay, Ral Zarek, Karametra, God of Harvests, Ghave, Guru of Spores, Crystallization, Cavern Harpy, Fleetfoot Panther, Ivorytusk Fortress, Reyhan, Last of the Abzan, Duneblast, Congregation at Dawn, Bring to Light

If you relax your gold and artifact only restriction you can get a couple more fun toys (4):

Hardened Scales, Doubling Season, Primal Vigor, Kalonian Hydra

Cards I see on your list that I have seen others suggest, that I think are ok, but not necessarily as awesome as above:

Creatures (3):

Jhoira of the Ghitu, Selvala, Explorer Returned, Teneb, the Harvester

NonCreatures (5):

Bounty of the Luxa, Fires of Yavimaya, Guided Passage, Mortify, Nissa, Steward of Elements

Other cards I've seen others use, but I'm not quite as hot on (8):

Safewright Quest, Bituminous Blast, Ashen Rider, Zhur-Taa Druid, Putrefy, Supply/Demand, Tamiyo, Field Researcher, Evil Twin

Forkbeard on Red Green Dragon Commander

1 month ago

Looks like a fun tribal deck to throw down as is! I'll make a couple of budget suggestions that won't break the bank if you decide to tweak the deck a little:

  • Ramp - Kodama's Reach and Skyshroud Claim. If you're wondering what you'd remove to make room, I'd argue both of these are better than Beneath the Sands & Ranger's Path.
  • Removal - Overall the removal package in here looks a little light. A few options to consider: Beast Within, Chaos Warp (definite downside, but it's still decent removal for any immediate threat), Krosan Grip, Decimate & Hull Breach

  • As for the dragons, the choices are entirely subjective. I picked a selection that I deemed powerful & fun for my deck & it looks like you've done the same. Best of luck with your first foray into Commander, have an upvote!

    hoardofnotions on Horde of Notions: Tribe of Elementals

    1 month ago

    First off I want to say I love the deck! I had one for the longest time and enjoyed it quite a bit!!!

    So lets talk card choices,

    I think i like the rest of the tri-land cycle (Savage Lands) over the vivid cycle. They always produce different color mana and can't run out of charges.

    If you want budget fetch lands look at the mirage cycle (Mountain Valley) They might be better than Evolving Wilds/Terramorphic Expanse. especially once you add the check lands Canopy Vista

    Once you start upgrading those options Cascading Cataracts might be a cut. It doesn't allow you to cast Horde of Notions on curve and the mana fixing shouldn't be such a concern once you upgrade a bit.

    I'm not convinced Amulet of Vigor is necessary either. If you're just running it to untap ETB tapped lands it's effect is kinda wasted i think. Haven't played it like this so if you have good experiences with it keep it in!

    Animist's Awakening, Explore, Shard Convergence, Manalith, Sylvan Caryatid, Embodiment of Spring, Brighthearth Banneret, seem like bad ramp spells.

    Destructive Revelry could be Hull Breach

    Hoofprints of the Stag is soooo slow

    Metallic Mimic is a small effect in a big game

    is Stigma Lasher necessary?

    Coat of Arms could bite you, like against Avenger of Zendikar (which by the way is an elemental you should run!)

    Malignus is just a big beater, no extra effects

    Grave Sifter could be cut for a cheaper card

    Gaea's Revenge and Supreme Exemplar are just more big dudes that aren't good enough in my opinon

    Now onto the possible additions!!

    Frost Lynx, Wispmare, Forgotten Ancient, Nevermaker, Spitemare, Ingot Chewer, Lord of Extinction, Whisperwood Elemental, AEthersnipe, Bane of Progress, Greenwarden of Murasa, Rubblehulk, Chameleon Colossus, Crib Swap, Nameless Inversion, Taurean Mauler,

    Haakon, Stromgald Scourge-really clever with changeling spells like Nameless Inversion and Crib Swap.

    Buried Alive is like a triple tutor.

    Karmic Guide is a loop with Reveillark.

    mana doublers are good too, Mirari's Wake, Mana Reflection,

    other recursion could be good too, Meren of Clan Nel Toth is a beast, Phyrexian Reclamation is cheap and good.

    sac outlets are cool with repeatable reanimation, create some loops. some good sac outlets are Goblin Bombardment, Disciple of Griselbrand

    You could do with some more mass creature kill i think. 4 mana Wrath of God, Day of Judgment and Damnation allow you to cast them then your commander on back to back turns. plus they're cheap enough to cast then cast something else. Aura Shards is really good too

    if you want to add a bunch of nonelementals you could add Ashes of the Fallen to make them elementals. If you go this route maybe add Eternal Witness as a cheaper greenwarden

    Rings of Brighthearth is better than Illusionist's Bracers i think because it copies any activated ability, like fetch lands and plansewalkers.

    You could upgrade some of your ramp to Cultivate and Kodama's Reach

    Leviath on Omnath, Locus of Roid Rage

    2 months ago

    Thanks for the suggestions! I actually really like the Ingot Chewer in combination with omnath being a 1 cost Lightning Bolt/Smelt. Taking a proper look at Ember Swallower, that would work pretty nicely in the deck too, and I think I have a Greenwarden of Murasa somewhere... Hull Breach is very good and deserves a spot. I really don't like Decimate as there need to be four different target types on the field in order to cast it (though I realize you can pick the same target twice if it contains two or more of the target types). I feel I have enough ramp in the deck without the need for Cultivate, Kodama's Reach or Wooded Foothills (unless I swapped out an Evolving Wilds or something).

    CaptSillva on Ulrich's Wild Hunt

    2 months ago

    You should strongly consider Ruric Thar, the Unbowed for this deck. On top of being a card that is both strong on the offence and defense, he makes it difficult for your opponent's to play removal and multiple spells in a turn.

    Other cards you could consider are Clan Defiance, Hull Breach, Domri Rade, and Decimate.

    theindigoeffect on Uril's Revenge

    3 months ago

    Assuming my total number of disruption cards is seven, I was thinking that those slots would be filled by Gaddock Teeg, Grand Abolisher, Blind Obedience Aven Mindcensor, Armageddon, Red Elemental Blast and Constant Mists.

    I was thinking of including an extra land destruction spell or counterspell, but I figured that diversification might be important, given the limited number of slots available: that's why I just selected one counterspell. Constant Mists Would definitely be an asset in my deck.

    My removal would consist of Winds of Rath, Beast Within, Path to Exile, Swords to Plowshares, Grasp of Fate, Chaos Warp and Hull Breach.

    What do you think? That's assuming I adhere to 14 slots.

    I guess another way of looking at it is that these are my 14 survival cards, and I tried to categorize them as best I could, albeit loosely. lol

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