Underworld Breach
Tracked across real Commander games played through TurnZero HQ.
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What it does
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.
Combos with Underworld Breach
Lines this card is part of — what it needs alongside it, and what the two of them do. An infinite result is the one that moves a deck's bracket.
- Grinding Station Infinite
- Infinite self-mill
- Near-infinite storm count
- Near-infinite mana among colors of legendary creatures and planeswalkers you control
- Path of the Pyromancer Infinite
- Infinite draw triggers
- Infinite rummaging
- Infinite self-discard triggers
- Near-infinite magecraft triggers
- Near-infinite red mana
- Near-infinite storm count
- Dihada, Binder of Wills Heart of Kiran Infinite
- Infinite self-mill
- Near-infinite storm count
- Grinding Station Mana Crypt Infinite
- Infinite self-mill
- Near-infinite colorless mana
- Near-infinite storm count
- Glimpse the Unthinkable Lotus Petal Infinite
- Infinite self-mill
- Near-infinite storm count
- Glimpse the Unthinkable Lion's Eye Diamond Infinite
- Infinite self-mill
- Near-infinite colored mana
- Near-infinite storm count
- Hullbreacher Whispering Madness Infinite
- Infinite card draw
- Infinite draw triggers
- Infinite looting
- Near-infinite colored mana
- Near-infinite Treasure tokens
- Smothering Tithe Whispering Madness Infinite
- Infinite draw triggers for all players
- Infinite looting for all players
- Infinite self-discard triggers for all players
- Near-infinite colored mana
- Near-infinite Treasure tokens
Showing the 8 shortest and most explosive. This card appears in more than these — follow any of them through to Commander Spellbook to browse the rest.
Combo data from Commander Spellbook, the community-maintained database of Magic combos. Mirrored nightly.
Rulings
10 official rulings, in the order Wizards published them.
- 2020-01-24
After an escaped spell resolves, it returns to its owner's graveyard if it's not a permanent spell. If it is a permanent spell, it enters the battlefield and will return to its owner's graveyard if it dies later. Perhaps it will escape again—good underworld security is so hard to come by these days.
- 2020-01-24
If a card has no mana cost, its escape cost is an unpayable cost, so you can't cast it for that cost.
- 2020-01-24
Once you begin casting a spell with escape, it immediately moves to the stack. Players can't take any other actions until you're done casting the spell.
- 2020-01-24
If a card has multiple abilities giving you permission to cast it, such as two escape abilities or an escape ability and a flashback ability, you choose which one to apply. The others have no effect.
- 2020-01-24
Escape's permission doesn't change when you may cast the spell from your graveyard.
- 2020-01-24
If you're casting an adventurer card or split card with escape, you choose how you wish to cast it, then pay the appropriate cost (for the Adventure, the creature, or the half of the split card you chose) plus exiling three cards.
- 2020-01-24
If a card with escape is put into your graveyard during your turn, you'll be able to cast it right away if it's legal to do so, before an opponent can take any actions.
- 2020-01-24
If you cast a spell with its escape permission, you can't choose to apply any other alternative costs or to cast it without paying its mana cost. If it has any additional costs, you must pay those.
- 2020-01-24
If a spell you're casting with escape has an additional cost of discarding cards or sacrificing permanents, you may exile cards discarded or sacrificed this way to pay that part of its escape cost.
- 2020-01-24
To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as an escape cost), add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was and no matter whether an alternative cost was paid.
Rulings are Wizards of the Coast's own, mirrored from Scryfall and refreshed nightly.
In the 99
Every deck whose current list includes Underworld Breach, whatever its commander.
Most played under
| Commander | Decks | Games | Win rate |
|---|---|---|---|
| Fire Lord Zuko | 2 | 14 | 28.6% |
| Zada, Hedron Grinder | 2 | 0 | — |
| Dargo, the Shipwrecker | 1 | 0 | — |
| Flubs, the Fool | 1 | 0 | — |
| Kuja, Genome Sorcerer // Trance Kuja, Fate Defied | 1 | 0 | — |
| Tymna the Weaver | 1 | 0 | — |
Colors it shows up in
- Mardu 3 decks
- Mono-Red 2 decks
- Rakdos 1 deck
- Temur 1 deck
Every version of Underworld Breach
9 printings, newest first. Prices are the market figures Scryfall publishes, refreshed nightly — a printing with no figure shows a dash rather than a zero, because Scryfall genuinely publishes none for some of them.

Inverted
Teenage Mutant Ninja Turtles Source Material
- Normal
- $7.33
- Foil
- $9.66

Inverted
Secret Lair Drop
- Normal
- $27.98
- Foil
- —

Inverted
Secret Lair Drop
- Foil
- $89.27

Mystery Booster 2
- Normal
- $8.96
- Foil
- $53.50

Inverted
Special Guests
- Normal
- $28.06
- Foil
- $75.23

- Normal
- $10.55
- Foil
- $13.05

Promo
Theros Beyond Death Promos
- Normal
- $13.29
- Foil
- $15.45

Promo
Theros Beyond Death Promos
- Foil
- $22.40

Extended Art
- Normal
- $15.93
- Foil
- $28.49
Prices from Scryfall, which tracks the TCGplayer and Cardmarket markets. They move daily and are a guide rather than a quote. Search TCGplayer for Underworld Breach — a name search across every version, for the printings TCGplayer publishes no direct link to.
Aggregated from Commander games tracked in TurnZero HQ. Every figure counts decks and games only — no individual deck list, player or playgroup is identified. Win rates are withheld below 5 completed games, where the sample is too small to mean anything.