Breaking

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Custom 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

rubeerubin on Competitive Modern Mill

2 weeks 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 weeks 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 weeks ago

I'd suggest Breaking over Mind Sculpt man!

Nice deck!

Peisistratos on Competitive Modern Mill

1 month 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.

Peisistratos on Competitive Modern Mill

1 month ago

zga sure! I'm currently on the following guidelines. However, be aware of your opponent game biases (aggressive, controlling..). This is more relevant to sideborading than you might think.

Burn: -4 Fraying Sanity -4 Darkness +3 Crypt Incursion +4 Fatal Push +1 Set Adrift . But really, side as you want. You can't win even sideboarding 15 dedicated cards. I tested the matchup extensively with any possible combination of cards.

Infect: -4 Fraying Sanity -4 Breaking +4 Fatal Push +4 Set Adrift . Still the matchup is desperate, don't hope to win even a single game.

Hatebears, Humans, Spirits: -4 Fraying Sanity -4 Darkness +3 Crypt Incursion +4 Fatal Push +1 Set Adrift . Thalia, Guardian of Thraben and Unsettled Mariner are Public Enemies Number One. We can usually play around the rest, nonetheless those matchups are really really hard.

Jund: -4 Darkness -1 Field of Ruin +4 Fatal Push +1 Crypt Incursion . The matchup is hard, there is no question their cards are better than ours. After thoroughly testing it, I can surmise their only ways of winning quite always involve an early unanswered Tarmogoyf , a rain of discard spells followed by a Tarmogoyf , or that same stream of discard spells followed by us flooding out. Crypt Incursion seems strong at a first glance, but we are usually forced to cast it too early because of the pressure imposed by Liliana of the Veil or Scavenging Ooze . What's left of their deck is often quite irrelevant (feel free to swear at me, Jund players of the world: it's the truth, against Mill your other cards are too much situational).

Death's Shadow: no changes. The matchup surely is difficult, but not one that we cannot emerge victorious from.

Eldrazi Tron: -4 Darkness +3 Crypt Incursion +1 Set Adrift . The matchup is quite even. If we manage to stem a chancely aggressive start, we should race Karn, the Great Creator .

Hardened Scales: -3 Fraying Sanity -4 Visions of Beyond +3 Crypt Incursion +4 Fatal Push . Just time your Darkness correctly and win on top of it as the plan wisely prescribes. The matchup is probably played on equal terms as for winning odds.

Dredge: -4 Breaking -3 Fraying Sanity +3 Crypt Incursion +4 Surgical Extraction . We cannot win game 1 because of Creeping Chill . If you manage to insulate yourself from it, game 2-3 become fairly easy. Just wait for them to mill themselves or lose time while you set youself up.

Storm: -4 Fraying Sanity +4 Surgical Extraction . You cannot win game 1, but game 2-3 if you manage to extract Past in Flames with the aim of fogging Empty the Warrens the game becomes pretty straightforward.

Urza: -4 Fraying Sanity -4 Darkness +4 Surgical Extraction +4 Set Adrift . Game 1 revolves around them playing Urza, Lord High Artificer in time, game 2-3 are pretty easy for us. Set Adrift is not really needed, but so are so many card advantage sources: we play it just in case we can sneak it in to delay them mostly out of sadicity.

Control: -4 Darkness +4 Surgical Extraction . Just get rid of their counterspell or Snapcaster Mage 's targets. If they are going nuts with too many copies of Teferi, Time Raveler , Narset, Parter of Veils or Gideon of the Trials , add some copies of Set Adrift for Mind Funeral s in quantity depending on their mix of those spells. Narset, Parter of Veils nerfs down Visions of Beyond , Teferi, Time Raveler completely neuters Shelldock Isle and Gideon of the Trials wins by itself making ourselves uncapable of winning. Just ignore anything else. The matchup goes to unlosable to unwinnable depending on their list.

Tron: -4 Darkness +4 Surgical Extraction . Game 1 is pretty easy for us, and post board they can hardly win any game.

Valakut: -4 Darkness +4 Set Adrift just for show. They really cannot beat us.

Amulet: -4 Darkness +4 Set Adrift . They usually cannot assemble the whole combo (haste+double attack) because we're milling them, so we just need to get rid of Leyline of Sanctity in game 2-3 and win before they do.

wallisface on Mill your own business

1 month ago

Good mill cards i can suggest are:

Archive Trap

Mesmeric Orb

Ashiok, Dream Render

Breaking

I see you’ve made changes and all i can say is try to avoid playing anything over 3 mana. You can get away with running some Damnation , but everything else which you have to pay 4 or more mana for, will be too slow.

keevel on Blue Black Mill - Maralen Trap 1.2

2 months ago

I love control Mill! Deck: Mission Brief Trap

Mana base is the foundation and while a more expensive portion of the deck right now standard has Watery Grave and Drowned Catacomb catching them cheap when people sell off rotatos is a good buy.

Other than that lots of undervalued options:

Best Budget Mill cards:

keevel on Dimill

3 months ago

I love mill, I love people playing mill. I went overboard on my own mill deck -Mission Brief Trap. but there are a ton of ways to play Mill.

This appears to be a first deck/budget deck, which means that while Flooremoji's suggestions are very powerful, they're likely not the next step for this deck. You already have Glimpse the Unthinkable , which is a powerhouse but probably want a selection of higher powered budget options. Below is a good selection of the most efficient mill cards that won't break the bank and will allow you to customize the deck to your personal play-style, whether that is control or it is card-burn. You're already using some of these, but any of these would be more efficient than Compelling Argument , Mind Sculpt , Drowned Secrets and Psychic Corrosion .

(Please not that despite what is mentioned above, that crab is not the only mill creature to see some competitive success.)

Best budget mill cards:

The problem with Jace, Memory Adept , Lilliana Vess, Fleet Swallower , Mirko Vosk, Mind Drinker , Szadek, Lord of Secrets and The Haunt of Hightower is their casting cost. You need to not be tapped out during your opponents turn anytime on or after turn 4. You want to have Instant speed milling, creature removal available. All these cards require you to go shields down likely without immediately winning the game (in fact, it is impossible for Fleet Swallower to win you the game). This applies to your 4 drop creatures as well, but they, at least, are more likely to be able to be cast in later turns without tapping out.

Your remaining card slots should use your favorite removal spells mixed with card draw and spells to keep you alive.

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