TCG Playability
Sorcery
Destroy target artifact or enchantment. Cycling {2} ({2}, Discard this card: Draw a card.)
"No good will come of this."
Break Asunder is a versatile green sorcery from the DMR set that serves as efficient artifact and enchantment removal with built-in card advantage through its cycling mechanic. At three mana for a straightforward destroy effect, this card fills a crucial role in green's removal suite, particularly valuable in metas where artifact-based strategies and enchantment-heavy decks pose significant threats. The cycling ability for two mana transforms this card from a situational answer into a flexible utility piece, allowing you to cycle it away when you don't need the destruction effect while still maintaining deck consistency and card flow. This flexibility makes Break Asunder particularly attractive for players who want responsive gameplay without committing too many slots to what might sometimes be dead cards in hand. The card fits naturally into midrange green decks, control shells with green elements, and creature-based strategies that benefit from staying ahead on resources. In Commander, where artifact and enchantment-based threats are ubiquitous, Break Asunder represents reliable interaction that doesn't feel like wasted deck space due to the cycling clause. The broad format legality across Legacy, Vintage, Commander, Pauper, and numerous other formats demonstrates its utility across multiple play environments. Whether you're building casual decks, competitive formats, or just want another solid removal spell that doesn't punish you for drawing it at inconvenient times, Break Asunder delivers practical value with its combination of efficient targeted removal and cost-effective cycling, making it an excellent staple for any green player's collection.
Illustrated by Jim Nelson