Essential Magic  >  Decks  >  Into the Breach (Mirrodin Besieged Event D

Into the Breach (Mirrodin Besieged Event D, by Essential Magic      (60 cards)

Deck Info
Created: 5/26/2011
Updated: 5/26/2011
Colors: Red

Intended Format: Block
Vintage: Legal
Block: Not Legal
Standard: Not Legal
Extended: Not Legal
MTGO Open: Legal
MTGO Vinta: Legal
MTGO Exten: Legal
MTGO Stand: Not Legal
MTGO Block: Not Legal
Legacy: Legal
Modern: Legal

Deck Cost: $50.85*
Sideboard: $16.00*
Total Cost: $66.85*

Average Ratings
Deck Tools
2 View Picture Goblin Bushwhacker Buy
2 View Picture Goblin Guide Buy
4 View Picture Goblin Wardriver Buy
1 View Picture Iron Myr Buy
4 View Picture Memnite Buy
4 View Picture Ornithopter Buy
4 View Picture Signal Pest Buy
1 View Picture Spikeshot Elder Buy

2 View Picture Devastating Summons Buy
2 View Picture Galvanic Blast Buy
4 View Picture Kuldotha Rebirth Buy
4 View Picture Lightning Bolt Buy

2 View Picture Darksteel Axe Buy
2 View Picture Panic Spellbomb Buy

1 View Picture Contested War Zone Buy
21 View Picture Mountain Buy

Sideboard     (15 cards)
4 View Picture Goblin Ruinblaster Buy
2 View Picture Act of Treason Buy
2 View Picture Into the Core Buy
4 View Picture Searing Blaze Buy
2 View Picture Unstable Footing Buy
1 View Picture Leyline of Punishment Buy

What's a Sideboard?

How it Works

The "Into the Breach" deck is all about two things: speed and synergy. On their own, cards like Ornithopter (a 0/2 flier) and Memnite (a 1/1 creature with no abilities) are not exactly going to end games quickly. Combined with powerful battle cry cards like Signal Pest and Goblin Wardriver, however, those unassuming zero-mana creatures can really pack a punch!

Your game plan is basically going to proceed in two stages. First, deploy as many threats to the battlefi eld as you can. These can take the form of token creatures from Kuldotha Rebirth and Devastating Summons (it's okay to cast the Summons for two 1/1s—they'll get bigger fast!) or the aforementioned Memnites and Ornithopters. What matters isn't how good your creatures are individually; you just want to get them on the board as soon as possible. Goblin Guides are fine to cast on turn one, but since they have haste it's usually better to get your other threats out first. After your army has populated the battlefi eld, cast Goblin Bushwhacker and creatures with battle cry to pump up your waves of attacking creatures, ideally dealing 10 or 12 damage at a time. Meanwhile, spells like Lightning Bolt, Galvanic Blast, and Panic Spellbomb will make sure that pesky blockers won't get in your way.

If things go according to plan, you'll capture the first game very quickly. Then, it's time to use your sideboard. The key is not to bring in a card unless you're pretty sure you need it. Getting pounded by a few expensive threats? Use Goblin Ruinblaster to ensure your opponent has trouble finding enough mana to cast them. Are your opponents playing a lot of artifacts? Th at's a perfect time to call Into the Core up off the bench and make them pay.

There are several diff erent directions you could take the deck if you decide to change things up a little bit. One route involves making it even faster, maxing out on Goblin Guides, Goblin Bushwhackers, Contested War Zones, and the powerful Mox Opal to win the game before your opponent knows what's happening. Alternatively, you can trade short-game power for long-game resilience and stability by including higher-cost spells like Hero of Oxid Ridge and Koth of the Hammer, allowing your deck to pack that extra punch in the later turns.

* All prices listed on this page are in United States Dollars. The amounts listed are only suggested amounts. Essential Magic does not guarantee that these prices can be attained when purchasing or selling cards. The prices listed on this page should not be considered an offer by Essential Magic to purchase or sell cards. Click here for more information.
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