Underworld Breach

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Underworld Breach

Enchantment

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 this.

DreadKhan on What exactly is the hard …

1 month ago

In my (dubious) opinion that combo is exactly the kind of thing that is fine in Bracket 3. Gaining 3 trillion life doesn't actually mean you win, lots of decks can generate infinite damage/life loss later (no rule says you have to accommodate someone who can't win vs your deck because of how they designed it, so if they can't deal Commander damage with their deck they might need to politick with the board to get someone ELSE to kill you before they can try to win), also the 'combo' requires you to have an artifact to sacrifice, that's ANOTHER piece MINIMUM for it to go off so early. Is it nice? Not really, but Bracket 3 isn't supposed to be THAT nice, it's the turning point where you're really trying to win. I'm not taking out Inkmoth Nexus + Kessig Wolf Run from my Gruul deck because 'maybe I'll draw all my fastest ramp and kill someone turn 5', so I agree that ramp should generally be discounted from the discussion.

If the game isn't done in most senses of the word when the combo resolves then it's very unlikely to be a problem, it has to either kill people or lock the board down pretty tight. This is why I run Chain of Smog and Sedgemoor Witch in a deck that is lower power, yes it's 2 cards and can be done sooner than turn 6, but by itself it's not enough to win the game, since I don't have Haste they can just wipe my board, or run some Pillow Fort.

In contrast most people would be annoyed if you ran Underworld Breach in your Bracket 3 deck, yet it's not part of especially tight combos; you almost always need several cards (and some chaff in your bin) to do anything, so TECHNICALLY it could be fine in a lower power deck, as long as it can run GCs. I still wouldn't use it there because it's too easy to set up, but I think that's where the 'turn 6' aspect comes in, Breach is very easy to win early with, so it'd be disqualified via that, but merely gaining a ton of life doesn't 'do' anything on it's own, so it's not an issue IMHO.

I'd probably be a bit salty about this if I'd pulled a decent hand (that I'll have to just reshuffle), but I don't think it's breaking any rules in Bracket 3. To me it's a great example of how Sol Ring and Mana Crypt warp stuff by making ridiculous hands possible, ones that can only be beaten with other very powerful cards (be it cheap/free interaction or nasty Stax). This is why I don't like Sol Ring in lower Bracket decks, but that ship seems to have sailed long ago (I still don't run it in lots of decks).

Final point, I'm curious if the Brackets shouldn't bother to mention how many cards a combo is and just stick with 'how soon does your deck expect to end the game' as it's key metric? I care a lot less about how many pieces your combo uses vs how early you typically assemble it.

SaberTech on Dissident Storm

4 months ago

You do have a lot of cantrips and rituals, although I would consider running Dark Ritual as well. It's the most mana efficient ritual, and being able to cast Necropotence turn 1 or suddenly flash in an Opposition Agent off of just one open black mana is pretty strong. Brainstorm would be worth considering but I don't think that you have enough ways to shuffle your library right now to get the most use out of it. Maybe if you upped the number of fetch lands that you are running. Night's Whisper is a possible consideration for another cheap draw spell.

I do think that some of the top end of your deck could be replaced. Too many expensive storm payoff cards means that you have a higher chance of having them clogging your starting hand and first few draws, which is rough for a deck that wants to be setting up and casting a bunch of cheap spells. I really think that Eye of the Storm should go because there is a high chance that your opponents may get to benefit from it more than you do. You could replace the more expensive cards with wheels and card draw engines to help you keep your hand full and find your remaining win conditions faster. Windrider Wizard or Jhoira, Weatherlight Captain could be worth considering depending on how mana artifacts vs spells your final list ends up running. Gale, Waterdeep Prodigy can help you cast more spells in a turn but might not be what you want if you are hoping to stock up your graveyard for Underworld Breach.

You may end up needing a couple more board wipes depending on your meta. If everyone in your play group is just aiming to hit their combos the fastest then you may not need to worry about being beaten down by creatures before someone combos off and wins the game. If you are facing a bunch of creature-focused decks then more board wipes like Toxic Deluge may be necessary.

Hindering Touch doesn't seem like a strong enough counterspell to be running in Bracket 4. There is always Force of Will or Pact of Negation, but another one that may be worth considering is Muddle the Mixture for its option of being a tutor. It can grab Brain Freeze or Underworld Breach, and if you add in the dramatic Scepter combo then it can grab those cards too.

SaberTech on Dissident Storm

4 months ago

Hi. I saw your post asking for some feedback. I have a few suggestions I could offer but I was hoping to start with a question first.

Do you want this to specifically be an optimized storm deck, or an optimized Kess deck for bracket 4?

I think that the list is currently stuck trying to decide what it wants to be. You have a bunch of potential Storm finishers in the deck but you don't have much in the way of mana generation engines and wheel effects to refill your hand and keep the spellcasting train going. Cost reducing effects are less useful to storm than being able to generate a bunch of colored mana is.

The deck's strongest win condition is the Brain Freeze + Underworld Breach + Lotus Petal combo that lets you mill your deck and then cast Thassa's Oracle from the graveyard for the win, but you are missing Demonic Consultation to also pair with the Oracle and you're lacking a bunch of tutors to help you find your combo pieces quickly. If you go in on focusing on the combo aspect of the deck, then you won't really need the Storm stuff to help you win. You can just run a bunch of control cards and tutors.

So, which direction would you be happiest to see the deck go?

Lucatroopa on Watch the Party Die [Primer]

6 months ago

Mr. Umbra! Long time lurker, first time commenter! I love your deck building style; been playing your Isshin list for some years now. Question! If you ran this list without the 3 gnarly game changers (Drannith Magistrate, Underworld Breach & Opposition Agent) as a bracket 3 list, what would your personal swaps be? I've been considering Joshua, Phoenix's Dominant  Flip & Azra Oddsmaker but would love to hear your opinion!

Liquidbeaver on Ib Halfheart, Goblin Sac-tician [PRIMER]

10 months ago

Ib is getting super cereal about winning, so....

Sunspine Lynx and Nahiri's Lithoforming

out for

Jeska's Will and Underworld Breach.

VladMarkov on First

10 months ago

I reckon, what the deck really needs, is lots of cheap spells that can be cast on every player's turn, to get the most value out of the flurry mechanic. The game plan should be to cast Shiko and Narset, Unified on turn 4, prepare the board beforehand, and then spam small, damage-dealing spells that can easily be brought back with tricks like Underworld Breach, Lier, Disciple of the Drowned, or by recasting copies with Narset, Enlightened Exile. You could then replace draw-discard effects with more "pure" card draw options like Treasure Cruise (if you have a lot of cards in your graveyard), Quick Study or flexible draw like Flame of Anor. The main gameplay should revolve around cheap, repeatable spells, but there can also be some utility from the Magecraft mechanic. Most importantly, the deck should keep continuous pressure on opponents by dealing large amounts of damage through copying small spells.

Must have: Path to Exile, Cyclonic Rift

Useful: Cori Mountain Stalwart, Devoted Duelist, Monk of the Open Hand, Ashling, Flame Dancer, Jori En, Ruin Diver, Ledger Shredder, Smoldering Egg  Flip, Burst Lightning, Electrolyze, Virtue of Courage, Fire / Ice, Galvanic Blast, Heartflame Duelist, Ionize, Lightning Bolt, Lightning Helix, Lightning Strike, Magma Jet, Parch, Play with Fire, Punishing Fire, Risk Factor, Sacred Fire, Searing Spear, Shock, Skullcrack, Thunderbolt, Wild Slash

Possible: Taigam, Master Opportunist, Breeches, the Blastmaker, Gale, Waterdeep Prodigy, Rammas Echor, Ancient Shield, Storm of Saruman, Turn / Burn, Price of Progress, Finale of Promise, Increasing Vengeance, Frolicking Familiar, Molten Influence, Slaying Fire, Wizard's Lightning,

DemonDragonJ on Modern Banlist

11 months ago

With March 31's banned and restricted announcement, I have added Underworld Breach to this list.

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