Home / Magic: The Gathering / Mystery Booster 2 / Underworld Breach
Underworld Breach
NM
LP
MP
HP

Viewing offers in Near Mint condition

rare · Enchantment

Underworld Breach

rare · Enchantment · Mystery Booster 2
$12.49
Low
$14.69
Market
$18.36
High

Oracle Text

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 enchantment.

Card Details

-/-Power / Toughness
{1}{R}Mana Cost
1Prints

Character Background

Underworld Breach is a compact, explosive enchantment that best serves combo and value-centric tempo decks, turning a stocked graveyard into a second hand for a single turn cycle. In practice, it rewards careful planning: cast cheap cantrips, mill effects, fetch lands, and trade resources early, then convert those spent cards into a burst of recast threats, interaction, or mana-generating spells before it sacrifices itself at end step. The escape clause’s “exile three other cards” cost means deckbuilders should prioritize recursive pieces, low-mana spells, and graveyard density over raw card count. It pairs especially well with self-mill, artifact mana, and spells that replace themselves, since each recast fuels the next. Thematically, it feels like a temporary opening of the underworld’s gates—brief, dangerous, and overwhelmingly efficient—so the pilot should treat it as a closing window to assemble a decisive turn rather than a slow grind engine.

Generated using gpt-5.4-mini

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Suggested Pricing
$12.49 - $18.36
At the current market price of $14.69.
Average Time to Sell
3 days
At the current market price of $14.69.

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Character Background

Underworld Breach is a compact, explosive enchantment that best serves combo and value-centric tempo decks, turning a stocked graveyard into a second hand for a single turn cycle. In practice, it rewards careful planning: cast cheap cantrips, mill effects, fetch lands, and trade resources early, then convert those spent cards into a burst of recast threats, interaction, or mana-generating spells before it sacrifices itself at end step. The escape clause’s “exile three other cards” cost means deckbuilders should prioritize recursive pieces, low-mana spells, and graveyard density over raw card count. It pairs especially well with self-mill, artifact mana, and spells that replace themselves, since each recast fuels the next. Thematically, it feels like a temporary opening of the underworld’s gates—brief, dangerous, and overwhelmingly efficient—so the pilot should treat it as a closing window to assemble a decisive turn rather than a slow grind engine.

Generated using gpt-5.4-mini · Updated at 2026-08-11 04:40:44 UTC

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