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A deck that requires mastery to function will only be played by masters, and consequently won't impact the overall metagame much. The deck might be a demon in the metagame, but that doesn't matter if it sees little play. It has the same popularity problem as Krark-Clan Ironworks. While I appreciated the power of Breach Combo, I've never considered it much of a player or a metagame threat. However, this praise just serves to soften the following blow. Simultaneously, every gameplan can work with any other one, making this a true whole-greater-than-parts deck. The deck can also shift seemingly effortlessly from one plan to another to dodge the opponent's counter.
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There's the Ragavan tempo plan, the Saga/artifact value plan, and the combo plan, and no clear way to tell which one the opponent is going for until it's too late. The multiple nonoverlapping gameplans make it hard for opponents to effectively attack the deck. In the hands of a master, this deck is a machine. From there, the deck can either just win with the aggro plan or use Shredder and Emry, Lurker of the Loch looping Mishra's Bauble to find Breach, dump their library into their graveyard, and win with Thassa's Oracle. The deck's plan is to use Ragavan, Nimble Pilferer and Saga to prep for the combo, with the former providing mana and fuel while Saga improves Grinding Station. The number of white cards played maindeck has varied, but the deck has always been called Jeskai Breach anyway. It remained the most common version until very recently. This one started gaining traction and finally became a regular part of the metagame when Ledger Shredder released. Sometime in late 2021 into 2022, a new version utilizing Grinding Station and Urza's Saga emerged.
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The combos were too susceptible to graveyard hate, too all-in, and/or poorly optimized. However, they never really went anywhere. I remember seeing many players try to make various Breach combos happen at various times. That isn't to say that Breach saw no play in 2020-2021. The difficulty of using Breach versus Will meant that Breach has never lived up to its billing as the next Will. Breach also can't get back lands and requires cards to exile, limiting its utility. There are far fewer options (in non-Eternal formats) to power out a huge Will turn. Will was legal at a time when fast mana was omnipresent, but Wizards has learned from past mistakes, and now such acceleration is quite rare. The problem has been that the context of Will is very different to Breach's reality. It was always compared, and not unreasonably so, to the busted Yawgmoth's Will, but never managed to achieve that level of power. It was the first to be banned (in under two months since release) thanks to being fantastically broken in Legacy, but everywhere else it was overshadowed by Uro, Titan of Nature's Wrath. Avoiding CollapseĪmong the escape cards from Theros Beyond Death, Underworld Breach has had a strange history. However, its most common home remains Jeskai Breach, though the deck now takes many forms. Breach itself is something of the card of the month, having managed to worm its way into a lot of decks in January. January is no exception, and the deck that has shown the most development by far is Jeskai Underworld Breach. Magic is not a static game, and even in relatively stable metagames such as Modern, decks are constantly adapting to exploit edges and/or deal with new threats. It's a Combo Deck" Now imagine that sung to the old Pillow pets commercial and it is stuck in your head.Easily the biggest bonus I get from doing the Modern Metagame Updates (next one's out next week) is watching decks grow and evolve.
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