|Commander / EDH||Legal|
Printings View all
|Masterpiece Series: Amonkhet Invocations (AKHMPS)||None|
|Champions of Kamigawa (CHK)||Rare|
Combos Browse all
Through the Breach
Instant — Arcane
You may put a creature card from your hand into play. That creature has haste. Sacrifice that creature at end of turn.
Splice onto Arcane (2)(Red)(Red) (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
Price & Acquistion Set Price Alerts
|Have (6)||Vasbear1 , Mousemke , Wolfebladeelite , knto , jrschnoebelen , Nemesis|
|Want (8)||Blue_Otaku_No.1 , ryuzaki32667 , Dakini , macaroniman , dauid , mango_channel , Gypsyhatten , Dawnsly|
Through the Breach Discussion
3 days ago
Through the Breach seems sub-optimal here. Maybe to stick out a Steel Golem for instant blocking, but that's the only card you'd do that with. If you want to splice it onto Desperate Ritual, you need six mana to start, since you have to pay the splice cost when you cast the ritual rather than after it resolves. Through the Breach does help you get Dralnu, Lich Lord out there, but if you're paying five for it you might as well put Chromatic Sphere/Star in that spot since it serves the dual purpose that Manamorphose does. In general I think that a lot of carefully chosen removal, sweepers and draw spells would better suit the offering combo than mana acceleration.
Dralnu's jank payoff seems meager with lightning bolt. Suppose he's your offering and your opponent doesn't play Duress, Inquisition of Kozilek or Hymn to Tourach. Three timely land drops, exile SSG, cast Desperate Ritual, Manamorphose and Dralnu. Don't want to block with him. If he doesn't get bolted while under your control, turn 4 mountain, resolve Harmless Offering and then Lightning Bolt. Opponent sacrifices Dralnu and two of their smallest losses, one of which could have been Black Cat. The transaction cost you five cards, but cost the opponent only two cards or Spirit tokens. Path to Exile in response to your lightning bolt in that scenario would just suck. I would add Shivan Meteor if I was intent on harmlessly offering the Lich Lord.
Criticism always sounds so negative so I want to add that there's a lot I like about the deck too. I'll hand it to you for trying out a tricky style, I'm starting on a similar one.
1 week ago
saying that a creature basically needs to read "you win the game when you cast this" is an absolutely absurd statement. no creature can guarantee you a win. heck, i've even played games where an opponent Through the Breach'd in an Emrakul, the Aeons Torn and then i still won on the following turn.
1 week ago
xD YES! If it weren't above my budget I'd order this right now!
Just to say "Flip you, you're already running some janky $1k netdeck, I'm just gonna spread the love back to you so you can't play Magic EITHER you scum" to netdeckers.
Although, if you really want to lose T1, there are better ways. Leveler hacked into play early with, say, a combo deck using Through the Breach and/or Footsteps of the Goryo as well as using some of the pactslike the removal and counterspell one, as well as the creature tutor one just to summon up Progenitus or something and then lose(or frickin Llanowar Elves) as well as the Negotiation one just to mess with them...
1 week ago
So heres my evaluation of the colors:
- has the best card value, from Dark Confidant, Liliana of the Veil, Thoughtseize, Gurmag Angler, Death's Shadow to stuff like Ad Nauseam - but if you takd a step back and pretend that you forgot the decks that are built to abuse these cards, all of them habe some significant drawbacks. They are often the best core cards but need support to be viable. Black is also the second best color for hate cards.
- best hate cards. Rest in Peace, Stony Silence, Rule of Law... etc. Its also the king of "symmetrical" (and crippling) effects and exile - exiling creatures is VERY underutilized at the moment, just consider what Declaration in Stone does to hollow one...
- is the color of counters, stupid stuff with spells (Snapcaster Mage, Gifts Ungiven... etc.) and nearly great cards, like Vapor Snag, Reality Shift, As Foretold, Disrupting Shoal, Delver of Secrets Flip and the list goes on. Its also USED TO BE the undisputed king of card filtering and card advantage but that got banned (Ponder, Brainstorm, Treasure Cruise) we have Search for Azcanta Flip, Serum Visions - the draw package is much more intact than filtering (sadly it was weaker to begin with). Problem is that red is arguably better at filtering with its loot effects - scry is good for miracles if its preceeded by a draw, while looting supports any strategy that is willing to get its hands dirty with using the grave (lets hope surveil makes blue better). (And black has plenty of good draw engines.) So its basically counters + stupid support cards for instants & sorceries.
- is a pretty good color that is pretty nice all around, but gets little to no credit as burn is an easy cop out answer wjen asked "what does red do?". Yeah it has reach, but it also has Blood Moon, Koth of the Hammer, Faithless Looting, Through the Breach all great quality cards that need no introduction. And it has some of the best 4 & 5 drops (Hazoret the Fervent, Stormbreath Dragon) - which are great in the push + bolt meta (and not that bad when you got the help of path to be able to play them early), and the vest 1drops - yes Goblin Guide is not bad - but its no Grim Lavamancer. Oh and it has all the mana acceleration you may want - Vessel of Volatility & Infernal Plunge are absurdly underappreciated cards - the former is basically a fixed Seething Song that can't be abused by storm, the latter is frickin Dark Ritual if you have cheap creatures in your deck - which is an achievable goal (not for storm though, apparently Wotc hates storm).P.s.:if you have run the old squee, all the loot effects becom card advantage engines.
During my recent excursions into mono red hollow one land, i relized that there are stupidly powerful lands like Nephalia Academy or Scavenger Grounds that simply don't fit into 3 color decks. Am i the only person who sees these cards a very good reason to not get greedy with color splashing?
3 weeks ago
Boza: the only way to get Demon of Death's Gate into play reliably is to "cheat" it in with things like Through the Breach, and if a player is going to cheat in creatures, there are other much better creatures.
1 month ago
Nathanaiel Field of Ruin is an absolute must-have in this format, I fear. Any reactive or midrange deck that is not utilising the free land destruction provided by Field is a strictly inferior version of another deck that is. Celestial Colonnade, Azcanta, the Sunken Ruin, Academy Ruins, Raging Ravine, Urza's Tower, Sea Gate Wreckage, Eldrazi Temple, Moorland Haunt, Gavony Township, Valakut, the Molten Pinnacle and I could go on - the point is, there are a lot of lands with powerful effects in Modern, and to not have the free answer provided to them in the form of Field is a serious omission that only the most proactive strategies can afford to make. A land drop that also double times as a spell is extremely powerful, especially one that answers the powerful lands of other decks.
So, given the necessity of Field of Ruin, is it greedy to play 3 colours? With any less than 22 coloured sources, I think so, but given that I play 26 lands, generally speaking, being colour screwed is not an issue. This is also greatly helped by the fact that so many of my cards only require one mana of a certain colour - the exceptions being the planeswalkers and Kalitas, Traitor of Ghet. I think it would be extremely greedy to attempt to play Cryptic Command in this list, for instance, but when most spells can be cast within the realm of having just one black, blue and red, Field really doesn't hurt a lot. Also worth noting is that unlike Ghost Quarter, Field does not put you down a land, and also does fix your mana after it is activated, so in most cases, Field really shouldn't hurt.
The only time when Field is a real pain is if you have 2 of your 3 lands are Field of Ruin, because then your hand can be really slowed down. In such cases, either mulligan, or keep and pull through with Thoughtseize and Fatal Push. Consider also the early requirements of this list - with a single black mana, most of the relevant 1 and 2 drops are castable. The lack of Lightning Bolt is a conscious choice, one made for many reasons, one among which is the mana.
Inquisition of Kozilek misses too much. Cryptic Command, Jace, the Mind Sculptor, Teferi, Hero of Dominaria, everything Tron plays, all of Jund's big drops including Bloodbraid Elf, Primeval Titan, Through the Breach, all the random four mana planeswalkers a bunch of different decks play, Gurmag Angler, Tasigur, the Golden Fang, and I could go on - but the point is, in a deck that isn't seeking to proactively push through damage and end the game, unconditional answers are better than conditional ones, and Thoughtseize excels in many a situation where Inquisition is only medium. The life loss is not as big a deal as it is in other decks, owing to the 3 Kalitas, Traitor of Ghet and 3 Collective Brutality.
The list initially did have 2 Inquisition of Kozilek alongside its current package, but that proved to be too much discard in a primarily reactive shell. They were removed for more versatile and unconditional answers in Kolaghan's Command and Dreadbore. So far, that choice has definitely served me very well. Only 3 pure discard spells means the chance of dead draws is much lessened; besides, Kolaghan's Command, Collective Brutality, Sedraxis Specter and Nicol Bolas, the Ravager Flip all double time as hand disruption that also has additional effects, and so unlike the one mana discard spells, is much less often a dead draw.
Re: Tron, yes, game 1 is god awful. Game 2, however, is actually favoured. If Tron is heavy in your meta, I would recommend sideboarding more Pithing Needle and Fulminator Mage; otherwise, the general plan is Thoughtseize into Extirpate + Field of Ruin , with a bunch of countermagic to survive through their big threats. Kalitas, Traitor of Ghet is invaluable in this matchup owing to his ability to exile Wurmcoil Engine; Thundermaw Hellkite can also come down and eat a Karn Liberated or a Ugin, the Spirit Dragon. You can also set up some nasty loops with Kolaghan's Command and Fulminator Mage that completely shuts the Tron player out of the game; and since, unlike traditional control lists, this one can turn the corner and end the game super fast, once you've gotten your disruption down, you should be able to power through to the finish before they start making their seventh and eighth land drops.
Another line of play to keep in mind is Extirpate on one of their big threats - Tron is not a threat dense deck, and if it is clear they are going to be able to make their mana and start casting big guys, then it may be worth your while to think of all the threats in their deck, and then just start cutting through the lot, so that they have nothing to do with all their mana. Tron does not really have a draw engine either, so once you've dealt with the first 3-4 threats, you're in a very very favoured position to win.
I will be testing a lot more with this deck and I plan to post the results to https://patreon.com/invite/bxlvxg in a few days; stay tuned if this deck is something that interests you, and you want to see where this goes!
1 month ago
I would add a second of either Become Immense, Spell Pierce, or Distortion Strike depending on your meta. Become Immense is probably better in general, however if you have an abundance of creature heavy decks I would add the Distortion Strike. If there are a lot of control-type decks or decks that require noncreatures such as Scapeshift or Through the Breach I would add the Spell Pierce.