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.
Printings View all
|Theros Beyond Death (THB)||Rare|
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 Discussion
14 hours ago
Gamble and Intuition are a bit harder to recommend a 1x1 exchange of cards, as both of them would really like you to also run Underworld Breach (note that Intuition is already super busted on its own), so I'd suggest putting Breach in as well. I Suggest removing Thought Scour, Reality Spasm, and Pirate's Pillage. My reasoning for these choices is that I believe they are cards that don't really perform very well on the deck and can be taken out for this package. Pirate's Pillage nets you 1 mana when you have Mizzix out and that's very nice, but if you got Mizzix out with 3 counters already you're very much on your way to winning the game, while on other situations this card doensn't feel very nice, especially if it is countered. Reality Spasm also nets you mana, but you need Mizzix out with 3+ counters for that and if that's the case you can probably search your Turnabout. Thought Scour just wasn't doing enough for me, messing up a tutor now and then is nice, but most of the time I just wish I could have used this 1 mana for something else.
Underworld Breach wins you the game with Bonus Round and Frantic Search. Cast Bonus Round and then Frantic Search, with your floating mana cast Breach and the Frantic Search from the grave. Each cast will net you 1 mana and 1 extra card in the grave, envetually you'll find Reiterate and Seething Song, generate infinite mana returning Reiterate to your hand with buyback and mill everyone with Stroke of Genius or whatever. As p0megranates eloquently explains on the guide, once you get to this point winning the game is easy.
For Intuition you'll probably want to check the deck to see if there is a 3 card pile that wins you the game, as of right now I don't think so. But adding Mizzix's Mastery enables the following pile:Mizzix's Mastery, Past in Flames, Enter the Infinite.
If they give you Enter the Infinite, flashback Past in Flames, flashback Intuition searching Faithless Looting or Frantic Search or any discard outlet. Discard Enter the Infinite and flashback Mizzix's Mastery for Enter the Infinite.
4 days ago
I've been using Sea Gate Stormcaller in place of Vizier of Tumbling Sands for the most part. At first glance it seems like a 'winmore' but being able to copy a spliced Reach Through Mists or Ideas Unbound. In practice it's basically arcane draw spell 9-11 for me and that's why I dropped Peer Through Depths in an attempt to increase game one resiliency by maining a single Echoing Truth and Eye of Nowhere as well as some Pact of Negations.
As for Underworld Breach, I've always preferred it because with Past in Flames required a bit of twiddle ramping to get it off. Breach only takes one twiddle effect on turn 4 to go off. Also, not really relevant but I liked how convenient it was to tap for red once to get a breach and grapeshot off. That wasn't always the case for me and Past in Flames.
Now I get Underworld Breach has inherent weaknesses because its an enchantment but the ability to drop breach immediately after resolving an arcane draw spell and recycling that same card numerous times in order to win. The escape cost is never an issue since there will naturally be Twiddles & Dream's Grip in the graveyard. Escaping a single copy of a spliced Ideas Unbound twice is more than enough to make sure I don't fizzle.
Lastly, with Underworld Breach the lower CMC also aids with the Sea Gate Stormcaller combo as you'd need to have at 4/5 mana floating to successfully copy a spliced arcane spell. In my limited trials, I found it's a bit difficult to have mana for Past in Flames after that.
tl;dr Of course it has its own issues but Underworld Breach is pretty consistent for me.
4 days ago
Hi! I have this deck in paper and I love playing it. How is Sea Gate Stormcaller going for you? It seems very interesting to me.
1 week ago
I ran Woe Strider just for the sac outlet it gave me to go off with Underworld Breach and a 3+ art/enchant on board Dockside Extortionist but Altar of Dementia does the job waaay better so i'd see it being cut alongside Nightmare Shepherd. It's true I don't want to exile my good creatures and oh yes Master of Cruelties is awesome in this deck, I'll have to get one!
2 weeks ago
Thanks for the suggestion Peoni!
I have thought of putting back in Neheb, the Eternal and Aggravated Assault into the deck. The problem I actually had with Helm of the Host (aside from the fact that it was most definitely boring) is that by itself it was such a clunky, bad card. It is part of a combo, but it's either a boring "you win" button or a clunky equipment. While Neheb and Aggravated Assault (as well as the Hellkite Charger you mentioned) are better than the helm by itself, I tend to like any combo pieces I have to be good on their own. Aggravated Assault and Hellkite Charger have too low of a floor for my liking and Neheb just didn't work when I tried playing him (as much as I really wanted Neheb to work).
My current list does have one combo- that would be Underworld Breach, wheel effects, and Smothering Tithe. This lets me draw my deck, play most of it, cast Teferi's Protection, and then pass the turn with a Grand Abolisher ready (then I just kill everyone by attacking). The reason I like this one..... is because all the cards were so good on their own the combo was unintentional- I didn't realize I had it until I came up with it in a game.
So while I currently don't plan on running any Aggravated Assault combos, it's still in the back of my mind to revisit at some point. I do want to make Neheb, the Eternal work, so we'll see. Thanks for the suggestion!
2 weeks ago
You should cut Day's Undoing--because it ends the turn, Nekusar's damage triggers will not occur.
I would also recommend cutting Dictate of Kruphix, Font of Mythos, Howling Mine, Seizan, Perverter of Truth, and Kami of the Crescent Moon. These incidental, small draw effects are more likely to help your opponents by giving them the answers they need than they are to win you the game given how little "damage" they deal (with most of them providing no damage without outside support).
Forced Fruition is particularly bad--in my experience, Forced Fruition generally means an opponent casts a spell, draws 7 cards, finds their removal/board wipe, casts removal/board wipe, draws another 7 cards and then happily combos off with Forced Fruition no longer being in the picture. Basically this reads "Any player may pay 14 life; if they do, they find all their combo pieces and win the game."
Underworld Breach allows you to get double use out of your wheel effects.
Spiteful Visions damages you, but, since you'll be dealing extra damage just to opponents from your other cards, your opponents will still be drained a bit faster than you will.
Hope some of this helps!
2 weeks ago
Recently added Underworld Breach in case I lose curcial wincons.
2 weeks ago
TOTALLY thought that Underworld Breach was banned, going to make some changes to the deck.