Each nonland card in your graveyard has escape. The escape cost is equal to the card's mana cost plus exile three other cards from your graveyard. (You may cast cards from your graveyard for their escape cost.)
At the beginning of the end step, sacrifice Underworld Breach.
Combos Browse all
- Altar of Dementia + Dockside Extortionist + Underworld Breach
- Lion's Eye Diamond + Underworld Breach
- Gitaxian Probe + Golgari Grave-Troll + Underworld Breach
- Demonic Tutor + Underworld Breach
- Hall of Heliod's Generosity + Underworld Breach
- Sundial of the Infinite + Underworld Breach
- Smothering Tithe + Underworld Breach + Wheel of Fortune
|Commander / EDH||Legal|
Underworld Breach occurrence in decks from the last year
Underworld Breach Discussion
1 day ago
TrEndKillHerEsy, I tested out Underworld Breach briefly and wasn’t impressed how it worked in the deck. I’d personally rather load my graveyard with silver bullet answers and the creatures I specifically need to win the game. Cards like Entomb and Buried Alive don’t dump enough fodder into the graveyard to get more than one, maybe two cheap spells off, and it usually means exiling creatures I’d like to keep available in the graveyard in addition to expendable cards like fetchlands. I have found great success in appearing to have a relatively “floundering” board state with the deck, where only I know how the one or two key demons I have in the graveyard will work with my cards in hand to steal the win. 20 cards in my graveyard screams that I am a serious threat, and this deck does not play enough protection to weather the combined assault of 3 opponents for very long.
Regarding Altar of Dementia, if I’m going to sacrifice my creatures, I want it to be to Sacrifice and Burnt Offering effects. Living demons are a source of mana investment that aren’t sacrificed when I swing with Rakdos, and the deck uses every shred of alternate mana sources it can get. Sacking a creature just to fill up my graveyard is not worth it to me. If you want to aim for a more all in graveyard strat in the deck, I could see Underworld Breach and Altar of Dementia being very effective.
Lastly, honestly I think you’re right about Yawgmoth's Will. The deck plays enough cheap reanimation, wheel effects, and rituals that it would be very effective even with a limited board state. I’ll have to think about a good cut for it. Thanks for the great suggestion!
1 day ago
1 day ago
2 days ago
Maybe for more redundancy add in Underworld Breach? I know the deck doesn't have many ways of getting colored mana, but once you drop the Breach you can recast many artifacts from your graveyard to make more colored mana. Also because of this consider adding Wheel of Fortune just to ensure you can win, it'll also be another win con as it can deck out your opponents.
3 days ago
This update was mostly about strengthening Underworld Breach.
Hullbreacher didn't originally scare me off of PitA, but it puts us in a basically unrecoverable position if it happens to us in response to PitA. Ad Naus gets around it, and is less mana.
Unfortunately Jund has a hard time with stack based interaction, especially in a list as lean as this one is trying to be. Additionally, Ad Naus was being more painful than it needed to be, and I basically never tutored PitA.
So I cut PitA for Grinding Station, which may not be great honestly (needs more testing), in theory it aids Underworld Breach lines considerably.
Wheel of Misfortune may ultimately get the axe as it is 3 mana, and can get Hullbreacher'd pretty hard. As for how to use it, that is meta dependant, but Ill try to give a brief rundown:
Someone who doesn't want to wheel will pick 0, so in that case picking 1 would be best if you want to wheel and take as little damage as possible. But then the meta will adjust and if the person who doesn't want to wheel knows youll try to take as little as possible, they can "stuff" your option by taking 1 damage. Then its best to pick 2, but they could pick 2, etc etc. Basically you play it by ear, I usually take around 4 to 5 damage from it to wheel and its been fine. Gotta remember some decks dont give a single shit about their life total though, so you can probably bait them into self-nuking.
Definitely a weak slot as of now. The main contender for that slot is probably Jeska's Will, but that doesn't "combo" with Underworld Breach. The other contender for the slot is Opposition Agent which Im not currently playing as this is a little antithetical to the Go Fast mentality, being somewhat of a stax piece.
4 days ago
Underworld Breach would look great here. I would also suggest more lands, but only a few because you have a lot of cheap stuff. You can replace these for some of those kind of bad commons (if you even want to add them). Really neat idea!
1 week ago
You’re just a bit light on ramp and your avg cmc could be lower. You also run some sub-optimal cards like cryptolith rite which only does work for creatures that entered the battlefield last turn unless you got mass hysteria. Earthcraft would do the same but has build in haste. Puzzle box only does something for you if you give your opponents another turn. Chasm skulker needs time to build up counters etc. You could also run Battle Hymn instead of mana echoes. While echoes isn’t bad it only makes colorless mana and at some point you’re stuck with 200 colorless mana but can’t cast anything because the colors are missing. Battle hymn also combos with any discard wheel and Underworld Breach to draw your entire deck and just win.
You also run very little protection for Xyris and the decks weakness is that it needs the commander to do something. Counterspells are fine but don’t work too well here since the wheels make it hard to keep them until you need them. Cards like Steely Resolve and Spellskite for example protect your commander at all time and you can even cast them before Xyris hits the field. Spellskite even protects combo pieces like phyrexian altar for you. Altar is one of the strongest cards in your deck and it brings a lot of consistency if you add some ways to tutor it btw.
Your decks looks a lot like an earlier list of mine, I just optimized it in terms of speed and efficiency after intense testing and now it typically wins turn 4-5 if unchecked. I’m even building a primer for it, check it out if you want to. I bet you could find some improvements there
1 week ago
I like my combos to be composed of all cards that do something good outside the combo. It's the main reason I don't run Aggravated Assault, it's great for the combo, clunky and slow in this deck otherwise. The one combo the deck currently has is Underworld Breach + Wheel of Fortune + Smothering Tithe. All great cards that if I have at the same time, I win the game.