Breach the Multiverse

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Standard Brawl Legal
Vanguard Legal
Vintage Legal

Breach the Multiverse

Sorcery

Each player mills ten cards. For each player, choose a creature or planeswalker card in that player's graveyard. Put those cards onto the battlefield under your control. Then each creature you control becomes a Phyrexian in addition to its other types. (To mill a card, put the top card of your library into your graveyard.)

Thejeff4 on Zellix The Undying Miller

1 month ago

Those are 2 super interesting cards, I haven't seen those before, I liked having some way to protect some of my utility non horror creatures which is why I had Maskwood Nexus in there but Breach the Multiverse does essentially the same plus more so will switch those 2. Singularity Rupture after giving Undying to all my horrors is rather nasty.

Thanks for those ideas!

TheForsakenOne on Zellix The Undying Miller

1 month ago

I question how useful the Maskwood Nexus effects are when most of your creatures are already horrors. Is it worth dedicating several slots in your deck and an entire early turn to cards that will affect one or two cards in most games?

I'd say you're better off cutting those and any cards that are only good if you get one of the aforementioned Nexus effects for more interaction. Whether you're going for more mill or trying to win with an army of 3/1's you really need to be able to deal with the game-ending threats that will arise while you're setting up. Might I recommend the new Singularity Rupture?

And for any mill deck you should definitely be running Breach the Multiverse to snatch the creatures you'll be making people mill. It nets you the four best creatures for seven mana, which is never a bad deal. Plus it makes all your creatures Phyrexian's, which means that if you have your commander out they all share a creature type for your background.

NV_1980 on commander mill

7 months ago

Hi opencorners! Please consider adding some more mana-options to the deck. Right now, all you have for that are lands and compared to the average commander deck, this will make your deck painfully slow. Options I'd recommend include Arcane Signet, Dimir Signet, Fellwar Stone, Talisman of Dominance, Thran Dynamo and most especially Sol Ring. Dark Ritual can also be extremely useful at times.

You could also do with some more card-advantage (draw) to increase the deck's speed. Notion Thief, Phyrexian Arena, Ponder and Preordain could all be great additions for this.

Aside from this, I'd recommend giving the following cards a shot (I've tried to keep them budget):

  • Breach the Multiverse: strong mill-spell that's potentially game-ending in terms of the sudden advantage you can gain (especially if you play against multiple opponents).
  • Freed from the Real/Pemmin's Aura: allows you to untap your strongest millers (when Phenax is around) for next-to-nothing cost, and use them to mill again.
  • Memory Erosion: quite deadly against decks that try to overwhelm you with the amount of spells that can cast per turn (this card is the death of prowess and storm decks).
  • Mirko Vosk, Mind Drinker: great mill potential with every successful attack.
  • Nighthowler: a second Wight of Precinct Six.
  • Sphinx's Tutelage: an incredibly effective mill card as it's triggered by your draw (which makes having more draw in your deck even more beneficial).

Hope this helped. In case you need some more insights, have a look at my own Phenax deck. Good luck with the deck.

multimedia on The Ooze makes it sticky

1 year ago

How's it going? Nice recent update, you've done a good job with cutting creatures. If you're worried about card prices then don't get Grim Tutor, not worth it, since for it's high price you could add many more budget friendly card upgrades.

Something to think about for some deck improvements is the mana curve and how it plays having such a heavy top end. The big creatures you want to reanimate are the top of the mana curve here and there's a lot of them, it's filled. Having many other 5 CMC or higher spells (there's 10 here) that aren't creatures can really bog down the mana curve making gameplay worse.

Grievous Wound, Demonic Covenant, Badlands Revival, Convert to Slime, Final Parting, The Cruelty of Gix, Deadbridge Chant, Breach the Multiverse none of these cards are really needed. Since creatures fill the top of the mana curve then focus on improving the beginning of the mana curve? Malevolent Rumble and Diresight are examples of cards at beginning of the mana curve that do a lot for their mana costs for reanimation strategy.

Consider more lower mana cost reanimation spells? If the plan is to cast Stickfingers turn 4 for two then give yourself more chances to reanimate a creature that same turn with more lower mana cost reanimation? You have Reanimate and Animate Dead, but that's really it for early game possible reanimation. Consider Life / Death and Soul Exchange?

A big advantage of green recursion spells here is getting back a reanimation spell to reanimate again. The problem is most of the recursion spells here can only get back a permanent, not a nonpermanent spell. Other than Animate Dead most reanimation here is coming from nonpermanent spells. Consider Regrowth and Dryad's Revival?

Opponent exile effects at your creatures can really ruin your day. Consider some protection against exile? Fine protection against exile here is creature sac since if you sac your creature in response to the exile then it instead goes to your graveyard to be reanimated again. Greater Good is powerful since it can be repeatable, not only is it creature sac, but draw and discard too. Lazotep Quarry is a land that can sac a creature to make a mana.

If you're having trouble with opponents attacking you then Grave Titan could really help. It puts a lot of defense onto the battlefield when it comes in.

Gleeock on I'm semi-giving up magic

1 year ago

I've been slowly selling off the "collection" as well, getting out of buying new toys, & just playing a few decks I am happy with. So a couple of pointers that have been good for me on my remaining decks that I rarely get out to play:

1) Randomized but impactful effects, to guarantee you always end up playing a different game. Higher budget examples: Etali, Primal Conqueror  Flip, Breach the Multiverse

2) Par down your color pie. Your mono example is not for me, but it does run in-line to this idea. This is a great opportunity to sell off a couple of specific-color staples & get rid of that WUBRG land base (if you had all that).

3) Valgavoth, Harrower of Soulsfoil not really control.. But IMO groupslug, done right, can be fun for your opponent specifically because you are NOT controlling their gameplay. Though, if you wanted Rakdos control suite, you can find a few cards that will accomplish that while drawing you a card.

4) Play off opponent's topdeck will not mess with their hand/limit resources. If you make a deck that does this, you have less need to "stay caught up/enfranchised" because you are as "caught up" to MtG as your opponents' are with this deck. This will be impactful, but always play differently (good qualities if you play infrequently). Eg. Rakdos, the Muscle

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