Breaking // Entering MTG Card


Card setsReleased in 3 setsSee all
Mana cost
Converted mana cost8
RarityRare
TypeSorcery
Abilities Fuse

Key Takeaways

  1. Breaking cards provide strategic peeking and active selection, pivotal in maintaining a resource edge over opponents.
  2. Instant speed play grants flexibility, seamlessly integrating into your turn or reacting swiftly to opposition.
  3. While advantageous, the discard requirement and specific mana costs may limit versatility and prompt careful deck construction.

Text of card

Put a creature card from a graveyard onto the battlefield under your control. It gains haste until end of turn. Fuse (You may cast one or both halves of this card from your hand.)


Card Pros

Card Advantage: The “Breaking” mechanic of this particular card gives players the capability to peek into the top few cards of their library and obtain the ones that best suit their current tactical needs. This active selection process is crucial for gaining a decisive edge over the opposition by ensuring a steady flow of resources throughout the duel.

Resource Acceleration: A defining feature of the card encompasses its proficiency in swiftly ramping up your available resources. Whether by unlocking additional lands or providing alternative means to cast spells, it catapults your board presence and strategic options well beyond the normal growth curve.

Instant Speed: The tactically invaluable trait of being deployable at instant speed means this card can be woven seamlessly into the rhythm of your gameplay—reacting to adversaries’ moves or maximizing the potential of your own turns. This flexibility could mean the difference between victory and defeat, as it allows you to adapt and counter on the fly.


Card Cons

Discard Requirement: For many players, the need to discard a card to fully capitalize on a breaking card’s potential can lead to strategic drawbacks. It could inadvertently deplete your hand, leaving you at a disadvantage against opponents who have managed to maintain a fuller grip.

Specific Mana Cost: Having specific mana requirements means the card is not universally flexible. For a breaking card, this can pigeonhole the card into a specific type of deck, narrowing its overall applicability in the broad spectrum of game strategies and formats.

Comparatively High Mana Cost: A lower casting cost is often preferred as it allows for quicker play and more immediate impact on the game. In the case of a potent breaking card, a higher mana cost may hinder its effectiveness, as it competes with other more cost-efficient options available within the meta.


Reasons to Include in Your Collection

Versatility: Breaking Mtg Card offers a wide range of applications, seamlessly integrating into various styles of play. Its ability to manipulate game mechanics makes it a valuable addition to both aggressive and control decks alike.

Combo Potential: This card opens the door for numerous combinations, capable of working in concert with other cards to unlock powerful plays and shift the tide of battle in your favor. Its synergistic qualities can exponentially increase your deck’s overall effectiveness.

Meta-Relevance: With the evolving landscape of competitive play, maintaining a deck with meta-relevant cards is crucial. Breaking Mtg Card stands out due to its ability to counter prevailing strategies, ensuring that your collection remains robust and adaptable to the changing environment.


How to beat

When facing the challenge of a formidable card on the battlefield, adept MTG players know that strategy is key. Disrupting your opponent’s plans can be as crucial as advancing your own, and this holds true when dealing with the daunting Breaking Mtg Card. This card, for players in the know, can be the linchpin in a well-oiled deck, altering the course of the game. Yet, overcoming this obstacle is not insurmountable.

Meticulous deck construction is fundamental. Including a balanced mix of counter spells, direct removals, or even playing cards that shuffle the library can mitigate the impact of Breaking Mtg Card. Cards like Tormod’s Crypt or Leyline of the Void efficiently hamper graveyard strategies, preventing any advantage gained from Breaking Mtg Card. Moreover, having instant speed interactions allow players to respond effectively, safeguarding their position in the game. By considering these elements when crafting your deck, you enhance your resilience against this and similar threats.

In essence, victory in MTG often comes down to preparation and adaptability. Understanding the strengths and weaknesses of cards like Breaking Mtg Card enables players to navigate the game with confidence, ensuring that no single card can dictate the outcome. Adjust, anticipate, and act—these are the hallmarks of an indomitable player capable of besting even the most challenging cards.


Cards like Breaking // Entering

The intrigue of the Breaking MTG Card lies in its powerful synergies and distinctive functions. It shares space with cards like Duress, another sought-after card that targets an opponent’s hand, allowing players to discard noncreature, nonland cards, but where Duress is limited to one card, Breaking can delve deeper into a deck with its ability. Both are efficient tools in disrupting an opponent’s strategy early on in the game.

Delineating further, we encounter Thoughtseize, a staple in competitive play. While Thoughtseize allows the choice of any nonland card from an opponent’s hand, Breaking stands unique by focusing on the library, potentially hitting on key combo pieces or valuable cards not yet drawn. Yet, Thoughtseize offers control over the present board state, while Breaking sets its sights on preemptive disruption. Additionally, Glimpse the Unthinkable is a notable mention, resembling Breaking’s mill strategy but at a higher potency and cost; it targets ten cards instead of eight.

In summary, Breaking navigates a sweet spot among hand and library disruption spells in Magic: The Gathering. Its strength in mill strategies and complementary cost position it competitively in decks that look to unsettle opponents by targeting their library’s depth.

Duress - MTG Card versions
Thoughtseize - MTG Card versions
Glimpse the Unthinkable - MTG Card versions
Duress - Urza's Saga (USG)
Thoughtseize - Lorwyn (LRW)
Glimpse the Unthinkable - Ravnica: City of Guilds (RAV)

Where to buy

If you're looking to purchase Breaking // Entering MTG card by a specific set like Magic Online Promos and Dragon's Maze Promos, there are several reliable options to consider. One of the primary sources is your local game store, where you can often find booster packs, individual cards, and preconstructed decks from current and some past sets. They often offer the added benefit of a community where you can trade with other players.

For a broader inventory, particularly of older sets, online marketplaces like TCGPlayer, Card Kingdom and Card Market offer extensive selections and allow you to search for cards from specific sets. Larger e-commerce platforms like eBay and Amazon also have listings from various sellers, which can be a good place to look for sealed product and rare finds.

Additionally, Magic’s official site often has a store locator and retailer lists for finding Wizards of the Coast licensed products. Remember to check for authenticity and the condition of the cards when purchasing, especially from individual sellers on larger marketplaces.

Below is a list of some store websites where you can buy the Breaking // Entering and other MTG cards:

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Printings

The Breaking // Entering Magic the Gathering card was released in 3 different sets between 2013-04-27 and 2013-05-03. Illustrated by 2 different artists.

#ReleaseNameCodeSymbolNumberFrameLayoutBorderArtist
12002-06-24Magic Online PromosPRM 485862003splitblackIgor Kieryluk
22013-04-27Dragon's Maze PromosPDGM 124★2003splitblackIgor Kieryluk
32013-05-03Dragon's MazeDGM 1242003splitblackMathias Kollros

Legalities

Magic the Gathering formats where Breaking // Entering has restrictions

FormatLegality
CommanderLegal
LegacyLegal
ModernLegal
OathbreakerLegal
VintageLegal
DuelLegal
PioneerLegal
PennyLegal

Rules and information

The reference guide for Magic: The Gathering Breaking // Entering card rulings provides official rulings, any errata issued, as well as a record of all the functional modifications that have occurred.

DateText
2013-04-15 Entering doesn’t target any creature card. You choose which card you’re putting onto the battlefield as Entering resolves. You can choose any creature card in a graveyard at time, including one put into a graveyard because of Breaking if you cast Breaking // Entering as a fused split spell.
2013-04-15 If a player names a card, the player may name either half of a split card, but not both. A split card has the chosen name if one of its two names matches the chosen name.
2013-04-15 If you cast a split card with fuse from your hand without paying its mana cost, you can choose to use its fuse ability and cast both halves without paying their mana costs.
2013-04-15 If you’re casting a split card with fuse from any zone other than your hand, you can’t cast both halves. You’ll only be able to cast one half or the other.
2013-04-15 On the stack, a split spell that hasn’t been fused has only that half’s characteristics and mana value. The other half is treated as though it didn’t exist.
2013-04-15 Some split cards with fuse have two halves that are both multicolored. That card is multicolored no matter which half is cast, or if both halves are cast. It’s also multicolored while not on the stack.
2013-04-15 Some split cards with fuse have two monocolor halves of different colors. If such a card is cast as a fused split spell, the resulting spell is multicolored. If only one half is cast, the spell is the color of that half. While not on the stack, such a card is multicolored.
2013-04-15 To cast a fused split spell, pay both of its mana costs. While the spell is on the stack, its mana value is the total amount of mana in both costs.
2013-04-15 When a fused split spell resolves, follow the instructions of the left half first, then the instructions on the right half.
2013-04-15 When resolving a fused split spell with multiple targets, treat it as you would any spell with multiple targets. If all targets are illegal when the spell tries to resolve, the spell doesn’t resolve and none of its effects happen. If at least one target is still legal at that time, the spell resolves, but an illegal target can’t perform any actions or have any actions performed on it.
2013-04-15 You can choose the same object as the target of each half of a fused split spell, if appropriate.

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