This article belongs to the series The most popular archetypes of the cEDH:
Hello my friends! How are you? My name is Fogaça and I'm here to talk about Commander. Last week, our series covered how a compact and high-value parts combo can affect the metagame, just as it would be almost a mistake to not use it on the strongest decks. Today, our discussion will be on a newcomer to cEDH, which has now allowed the decks to maximize their best magic: today is the day to talk about [[Underworld Breach]]. [image](https://cdn.cardsrealm.com/images/cartas/en/thb-theros-beyond-death-underworld-breach-324.jpg?3630) * THE COMBO * As I said before, the idea of [[Underworld Breach]] is not necessarily to be tied to a combo itself. Since our two-mana enchantment allows us to reuse our graveyard in a way that corrects the main problem of [[Yawgmoth's Will]] and [[Past in Flames]] (the fact that we exile spells after resolving), we open a new space for lists where consistency becomes cyclical, in a way where there is no downside for obtaining resources, in addition to taking advantage of traditional options from the format (such as the usage of fetchlands) as a fuel for our plans. Explaining in a practical way: we can mill and discard without mercy, in addition to having the option to reuse the same effect over and over again, reaching the full potential of a card (after all, who wouldn't want to use a [[Demonic Tutor]] over and over again , for example). Beyong the deck recycling and retrofitting aspect of a card with so little drawback and so low mana cost, we still have the upgrade of some loops based on it, which as in the previous article use cards of great individual value , in order to add another option for players and feeding the escape mechanics during the game. The Breach lines with [[Wheel of Fortune]] and [[Lion's Eye Diamond]], for example, puts together an excellent mana stone and a very efficient draw spell in a combo that, incidentally, ends up happening (the same goes for interactions with rituals and tutors). * COMMANDERS * Basically, any commander in red can take advantage of the addition of [[Underworld Breach]] to his construction, however, only a few manage to use its potential for value and combos in a synergistic way with the it's decks idea. [image](https://cdn.cardsrealm.com/images/cartas/en/m20-core-set-2020-kykar-winds-fury-212.jpg?2039) When our concepts are subjective, it is difficult to explain what exactly I try to say, but in this case, [[Kykar, Wind's Fury]] exemplifies what we want. Imagine a deck where we play a ton of cards for the graveyard, having few cards of real individual value, with a build designed to dig them out as quickly as possible. It is simple to think that the generation of mana promoted by the commander causes us to ignore the explosive restrictions that other generals would provide us, in addition to allowing the same card to be recycled more and more times. [image](https://cdn.cardsrealm.com/images/cartas/en/c17-commander-2017-kess-dissident-mage-39.jpg?7325) Again, you showing up here? For sure! The idea is to use a control shell, like the one we already know, but this time adding one more option to increase the deck's linearity and give redundancy to our commander's ability. [image](https://cdn.cardsrealm.com/images/cartas/en/pz2-treasure-chest-kraum-ludevics-opus-46.jpg?5619) [image](https://cdn.cardsrealm.com/images/cartas/en/pz2-treasure-chest-tymna-the-weaver-44.jpg?2946) At some point we will talk about how the "Thieves & Wheels" builds work, but, as we can imagine, a card that allows reuse of the deck and that promotes a combo line with a characteristic piece of the archetype (in this case, [[Wheel of Fortune ]]), enter any self-respecting Opus Thief list. * VARIATIONS * In addition to being able to use the wheels to our advantage, we also make our lives easier by replacing the old Aetherflux Storm with the traditional Storm: a simple idea that consists of matching [[Lion's Eye Diamond]] with [[Grapeshot]] or [[Brain Freeze ]] (the latter matches very well with [[Thassa's Oracle]]). * HONORABLE MENTIONS * The more I talk about [[Underworld Breach]], the more I need to highlight the role of tutors here. Let's think about the following line: • [[Demonic Tutor]] for [[Underworld Breach]]; • [[Underworld Breach]], recast [[Demonic Tutor]] and fetch for a piece from any combo; • Tutor again, fetching another piece of this same combo; • Close the game with the said combo. Can you see the potential of this? From a single card we went for an easy and consistent victory, even if at considerable mana cost. Anyway, the point is that we have the potential to search for anything as many times as necessary. At this point, we should also consider [[Gamble]], as it does not matter to us whether the card that will end the game is played from our hand or from the graveyard. * BUDGET ALTERNATIVES * The lowest monetary cost alternatives for combos with [[Underworld Breach]] are related to a greater number of cards involved, usually featuring [[Lotus Petal]], [[Rite of Flame]], [[Dark Ritual]], [[Grapeshot]] and [[Brain Freeze]]. *CONCLUSION* I feel that I might have not exposed clearly enough the main idea I wanted to show. So here it is: a card with a combo potential and such a high value cannot be left out of a deck that can have it, and that fact can make [[Underworld Breach]] overcome [[Demonic Consultation]] and [[Tainted Pact]] in usability. However, this is only possible if each move is well played and the other 99 cards in the deck are optimized in the direction for doing so. That's it for today. I ask you to leave your feedback so that we can always improve. This series aims to address only a part of an extremely diverse format, so I invite you to subscribe to my [link](https://www.youtube.com/channel/UCyqfJp8MNsmyE89F2ALRYrg)( channel on YouTube), where I talk more about Commander, not only competitive, but also in other varieties, as well as about other formats. Until next time, my friends!Next article in this serie
The companions are already considered too powerful mainly in the eternal formats, the most notable of these, for sure is [[Lurrus of the Dream Den]], whose restriction is "not having permanents above 2 in the converted mana cost". For most Modern, Legacy and Vintage decks, this is not a restriction, as the three mana permanents are already considered too expensive the for format, and it took less than two weeks for the Eternal formats metagame to be dominated by Lurrus' decks. Even at Magic Arena the games have been repetitive, especially against Yorion Lukka. It seems that on Arena playing with 80 cards is not something that affects you so much. Deck construction restrictions are considered a minor consequence for various formats, the case of Lutri for example, being inconsequential for Commander (his restriction is to have a deck with a copy of each card, which Commander has by definition) and therefore, it was banned on the day it was announced. Anyway, like it or not, the Companions are part of Ikoria's lore and in this article, I will tell you the story of each one of them. [image](https://cdn.cardsrealm.com/images/cartas/en/iko-ikoria:-lair-of-behemoths-lurrus-of-the-dream-den-355.jpg?9524) Starting with the most infamous of all, [[Lurrus of the Dream Den]]. This nightmare cat hides in the lowlands of Indatha. Planeswalker Vivien Reid entered its den while exploring the world of Ikoria and inside she found a litter of adorable nightmare kittens. Apparently, Lurrus has the ability to appear and disappear at will, because when Vivien tried to get closer to the kittens, Lurrus appeared from a cloud of smoke. Vivien, respecting that mother's roar, ran away without looking back. [image](https://cdn.cardsrealm.com/images/cartas/en/iko-ikoria:-lair-of-behemoths-yorion-sky-nomad-232.jpg?9649) [[Yorion, Sky Nomad]] is a bird serpent that flies majestically across the skies of Ikoria, the people of the Skysail Sanctuary are particularly interested in Yorion's great golden horn, speculating about its value or possible medicinal purposes. If there is something that could knock down all the balloons that hold Skysail in the air, it is certainly the golden horns of this creature. [image](https://cdn.cardsrealm.com/images/cartas/en/iko-ikoria:-lair-of-behemoths-zirda-the-dawnwaker-233.jpg?6584) [[Zirda, the Dawnwaker]] is an elemental fox. The people of ikoria often say that the sun resides in Raugrin's Triome, so Vivien hoped to find a gigantic monster emanating intense heat. Instead, she found Zirda, a creature of incomparable beauty. The planeswalker approached the fox and Zirda allowed her to briefly stroke its fur, which seemed to emanate the heat of a ray of sunlight. [image](https://cdn.cardsrealm.com/images/cartas/en/iko-ikoria:-lair-of-behemoths-kaheera-the-orphanguard-224.jpg?5919) [[Kaheera, the Orphanguard]] is a cat beast. It is said that when a human hunter kills a monster, it usually leaves its offspring abandoned at its own luck. Kaheera seems to be driven by its mother's instinct and wants to protect all the little ones its encounters, and this creates a diverse litter, formed by monsters from all the dominant clades of Ikoria. [image](https://cdn.cardsrealm.com/images/cartas/en/iko-ikoria:-lair-of-behemoths-jegantha-the-wellspring-222.jpg?9810) [[Jegantha, the Wellspring]] is an elemental elk that is considered to be the incarnation of mana. This monster seems to amplify any and all magic cast nearby. Vivien tried to use a simple growth spell on a beetle, which took on truly colossal dimensions. Vivien wonders what Jegantha could do if it had a bond with a wizard. [image](https://cdn.cardsrealm.com/images/cartas/en/iko-ikoria:-lair-of-behemoths-keruga-the-macrosage-354.jpg?9883) [[Keruga the Macrosage]] is a hippo dinosaur. Rielle the Omniscient considers Keruga a great sage like her and it was she who took Vivien to a meeting with this monster. While looking into the round eyes of the immense reptilian hippo, Vivien understood that she was in the presence of an almost infinite knowledge. The wisdom that Keruga gave the planeswalker was a simple “buaaaagh”, but, according to Vivien, it was all she needed to hear. [image](https://cdn.cardsrealm.com/images/cartas/en/iko-ikoria:-lair-of-behemoths-obosh-the-preypiercer-228.jpg?7165) [[Obosh, the Preypiercer]] is an avernal horror that the planeswalker Vivien found on her exploration by Ikoria. Her first irrational instinct was to count how many legs Obosh had. However, she later realized that it would be better to do so by keeping a safe distance from the monster. At some point, Vivien managed to count how many legs the creature had: the answer is 347. [image](https://cdn.cardsrealm.com/images/cartas/en/iko-ikoria:-lair-of-behemoths-gyruda-doom-of-depths-384.jpg?2203) [[Gyruda, Doom of Depths]] is a kraken demon that few have information about. It is known to delight in commercial ships driven by sailors from an Ikorian coastal city. Vivien, attracted by the stories of the demonic kraken, tried to rent a boat to investigate, but could not find any captain willing to do so. Vivien wonders if the monster has a bonder since it doesn't usually attack the coastal city. [image](https://cdn.cardsrealm.com/images/cartas/en/iko-ikoria:-lair-of-behemoths-umori-the-collector-358.jpg?1560) [[Umori, the Collector]] is an ooze creature. According to Vivien's studies, Umori collects the crystals that dot the landscape of Ikoria and attaches them to its body as a form of decoration. While the crystals stop shining when harvested, Umori can make them shine again on command, creating a natural light show. [image](https://cdn.cardsrealm.com/images/cartas/en/iko-ikoria:-lair-of-behemoths-lutri-the-spellchaser-356.jpg?2288) [[lutri, the Spellchaser]] is an elemental otter. Considered a mischievous creature, this little otter stole an arrow from Vivien Reid's quiver. And with spells unknown to the planeswalker, Lutri was able to use the arrow to release a creature as if the Arkbow had shot it. When Vivien figured out what had just happened, Lutri had already disappeared under the waves. A playful creature, but quite powerful. And these are the stories of the companions from Vivien's point of view. It may be that Play Design failed them, but they could certainly be further explored within the lore, as their premise is very interesting. If each of them had connected to a planeswalker it would be something cool. Let's see what will happen in the future. Will Wizards release more companions or after this repercussion they will give up the idea? In a way the companions reminded me of the time that the Planeswalkers cards were released in Lorwyn, which many considered to be weird. But they weren't that good at that time, unlike the companions who invaded all formats. I'll finish it here, but leave your opinion about the companions. Let's continue this story in the comments.