Underworld Breach
43% of games where Underworld Breach resolved ended in a win for the caster, a +19.4 percentage-point lift over games where it never left the library. That gap, across 125 cast observations, is a strong directional signal.
Underworld Breach converts a full graveyard into an emergency hand. Across 1004 tracked multiplayer games on Playgroup Live, it was cast 137 times and the caster's win rate reached 43%, compared to 23% when the card stayed in the library the entire game.
The +19.4 percentage-point gap is the clearest number on this page. It is directional, not conclusive, but the lower bound of the confidence interval still sits above ten points, which makes the lift consistent with what the card's reputation would lead you to expect. Median first cast lands on turn 6, well past the early-game ramp window, reflecting how Breach functions: it needs a graveyard to unlock, and building one takes time.
Underworld Breach is banned in Legacy, Modern, Pioneer, and Duel Commander. In multiplayer Commander it is legal and unrestricted. Its red color identity limits it to mono-red and multicolor shells, yet 5% of tracked live decks still run it. The commander distribution is wide, from spell-slinger Izzet builds to five-color goodstuff, suggesting it earns its slot across very different game plans.
- 5% of tracked Commander decks include Underworld Breach
- 43% win rate when cast, versus 23% when it never left the library
- +19.4pp win-rate lift from casting it, the strongest directional signal in the data
- T6 median first-cast turn, reflecting the graveyard-setup requirement
- 52% of drawn copies reached the battlefield before the game ended
- 386 distinct players have brought it to a tracked game, keeping the dataset well-spread
First-cast turn
n=137The "good card" funnel
1103 brought · 386 playersOf 1103 copies brought to games, 262 were drawn, 137 of those were cast. The step from drawn to cast is the biggest drop, which is expected for a card that requires graveyard setup before it provides full value.
Players who cast this card win 43% of the time (n=125) , vs 23% when it never left the library (n=675).
When players drew this card but left it in hand, they won 31% (n=112) — about the same as leaving it in the library. Those players survived long enough to draw it, so the gap above is about the card resolving, not just about surviving.
Observed gap +19.4pp; 95% confidence interval +11.1pp to +27.7pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
305 instancesMost Underworld Breach copies end in the graveyard, the natural consequence of its self-sacrifice clause. The relatively small library slice means it gets found and used far more often than a typical 100-card singleton.
Commanders that played this card
in tracked games-
1
Vivi Ornitier
26 decks
-
2
Etali, Primal Conqueror // Etali, Primal Sickness
16 decks
-
3
Flubs, the Fool
15 decks
-
4
Kefka, Court Mage // Kefka, Ruler of Ruin
13 decks
-
5
Rograkh, Son of Rohgahh
12 decks
-
6
Fire Lord Azula
11 decks
-
7
Nekusar, the Mindrazer
11 decks
-
8
Doctor Doom, King of Latveria
10 decks
-
9
Sauron, the Dark Lord
10 decks
-
10
Kenrith, the Returned King
9 decks
The top commander claims only 15 decks of the 500 that run Underworld Breach, reflecting how broadly the card is distributed across red-inclusive strategies rather than being owned by a single archetype.