|Commander / EDH||Legal|
Printings View all
|Masters 25 (A25)||None|
|Return to Ravnica (RTR)||Rare|
Combos Browse all
Rest in Peace
When Rest in Peace enters the battlefield, exile all cards from all graveyards.
If a card or token would be put into a graveyard from anywhere, exile it instead.
Price & Acquistion Set Price Alerts
Rest in Peace Discussion
16 hours ago
If you're going competitive you should have All the best possible mana rocks and lands like I mentioned above. After that look into shifting the total CMC down. Anything more expensive than 3 CMC needs to have a very powerful effect.
Looking at your list I would remove every single 4+ drop if you're going this route.
As far as combos you're kind of limited in BW, the prices of these pieces are all over the place, some cheap, some prohibitively expensive:
Cast Angel's Grace or Teferi's Protection to make you immune to dying from life loss this turn, then cast Ad Nauseam to draw your deck, then cast Sickening Dreams, discarding the cards you just drew to ping everyone but yourself. This is best run in a deck with average CMC ~1.8 or lower in the case that you have to Ad Naus without Angels Grace. Support cards to consider: Glacial Chasm removes the damage you take from Sickening Dreams, and is a combo with the Urborg/Cabal Coffers package. Another support: Skirge Familiar can help you get there once you've Ad Naus'd.
OK this is some pretty spicy tech: You could run Doomsday, but that's could not should. Doomsday is best run in decks with access to Blue for Predict\Laboratory Maniac lines. Your lines would probably be something like: Doomsday -> Top of pile first: Street Wraith\Lions Eye Diamond\Conjurer's Bauble\Second Sunrise\Bitter Ordeal. Just google Doomsday lines.
OK, that was a lot! Hope this put you in the right direction.
1 day ago
Oh, I take back what I said, forget it, sorry about me white-knighting the competitive tag in the past (not far past, but still) and I love the list!
If you really want to make it competitive, I can't promise I can make Arahbo tier 1, but tier 2-3 I can do, as long as you are willing to drop some of the more fun cats, and are able to build up this deck to become a stax-beatdown hybrid.
Okay, so to start, consistency is key, more tutors should be the goal, think Fauna Shaman and Survival of the Fittest type cards, and you'd really want to slow the deck down, which is the opposite of what most people will say.
Running Vryn Wingmare, Thalia, Guardian of Thraben, Glowrider, and Thorn of Amethyst can stop many combo decks in their tracks, and shut off storm decks in general, while not slowing you down nearly as much. Avacyn's Pilgrim, Birds of Paradise, Llanowar Elves, Arbor Elf, Elvish Mystic, Fyndhorn Elves, and Boreal Druid are all fast mana ramp that gets you to dropping your commander + Lost Leonin combo (what I believe to be the simplest wincon) faster and also gets unaffected by non-creature hate.
Effectively I am arguing for stax, but not just stax, also combo, running the combo you already have is fine, Archangel of Thune and Spike Feeder, however it doesn't win the game until your next turn unless you already have a large amount of mana, or an Aetherflux Reservoir type effect.
Consider Priest of Titania/Elvish Archdruid/Wirewood Channeler + Umbral Mantle/Sword of the Paruns/Staff of Domination as a powerful combo with cards that are individually useful. Emptying all of that infinite mana into a Genesis Wave or Walking Ballista can easily win games.
Okay, for the 50 bucks thing, Armageddon, Ramunap Excavator, Glowrider, Vryn Wingmare, Aven Mindcensor, Norn's Annex, Ghostly Prison, Spirit of the Labyrinth, Birds of Paradise, Llanowar Elves, Fyndhorn Elves, Arbor Elf, Elvish Mystic, Yisan, the Wanderer Bard, Boreal Druid, Avacyn's Pilgrim, Nature's Claim, Dryad Militant, Rest in Peace, Path to Exile, Suppression Field, Aura of Silence, Beast Within, Manglehorn, Mother of Runes, and Return to Dust add up to $49.95 on TCGplayer not including tax or shipping costs, and make up a core stax build, with other reasonably cheap cards that could help being Root Maze, Natural State.
2 days ago
Maybe cut Mishra, Artificer Prodigy and Jhoira, Weatherlight Captain for cantrip artifacts like Chromatic Star and Chromatic Sphere and a playset of Ancient Stirrings? They just don't seem fast enough and are the most color-intensive cards in the deck. Pia Nalaar doesn't seem like it would be better than 4 copies of Sai, Master Thopterist either since you're trying to swarm. Walking Ballista as maybe a 2-of seems powerful as a way of interacting with creatures since you have none otherwise, and maybe even a copy of Emrakul, the Aeons Torn as an instant-ish win condition. This is similar to the more eggs-style KCI decks but isn't focused on the graveyard at all which can be a good way to try and trick the opponent into sideboarding Rest in Peace and Leyline of the Void which won't hurt you at all. On that note, you could add Scrap Trawler and play into the regular KCI gameplan a little more without needing to use Pyrite Spellbomb over and over to win. For the sideboard, I would say counterspells like Metallic Rebuke and Dispel would be a priority, maybe The Antiquities War against slower decks, Ghirapur AEther Grid would help against other creature decks, as well as point removal like Galvanic Blast or Dispatch. Tempered Steel could be sweet but maybe too gimmicky and difficult to play. Graveyard hate like Rest in Peace and Relic of Progenitus would be fine if you don't add the graveyard angle in at all. Basically, all of the sideboard options that other artifact decks use are open to this one! Overall, I think building in a real, solid turn-you-play-it win condition like Emrakul, the Aeons Torn is the first thing to do since this deck looks like it's just planning on swarming with thopters, which is a solid plan and it can go infinite with multiple Myr Retrievers on the board and a Krark-Clan Ironworks, but without backup could fall short with the amount of board wipes in modern that can kill everything in the deck before you can actually attack. Good luck, I'm currently turning my Affinity deck into something similar to this and got a few ideas from your list!
4 days ago
Have you considered Tuvasa or Kestia as the commander? I feel that the appeal of Estrid is her ability to break parity while implementing stax tactics to slow the rest of the board. Tuvasa in particular is cheaper, is obviously voltron-oriented, and generates card advantage on her own.
If you're set on the voltron approach with combo support, I'd recommend replacing Chain Veil with Rest in Peace + Helm of Obedience. This doesn't require you to rely on enchanting and going off with TCV and some outlet. Additionally, I think that Angelic Destiny and Daybreak Coronet are all-star voltron enchantments.
5 days ago
What I'm talking about is this: You walk into your store with your janky deck and play a few games where you practically shut specific players out of the game. They're likely going to think your primary objective was to invalidate the gameplay experience for them specifically. It's not going to be about running some old janky hate cards for them. It's going to be about you personally picking on them. If they feel personally targeted, they may return the favor in kind and make sure your play experience will be as unfun as possible in the future. None of this solves any issues in your playergroup. The way you avoid frustration among people is by clarifying expectations and fostering open communication.
I'm a hardcore spike and all I want to do is play cEDH. My best friends all want to play at a step below that power. No one is going to have fun (not even me) if I come to our sessions with Shimmer Zur or something.
You're headed down the wrong path, my friend.
If you want to play Gwafa Hazid, Profiteer and make sure people can still have fun, think of running cards like Ghostly Prison and Hushwing Gryff over cards like Rest in Peace and Acid Rain. If you want to run graveyard hate, for example, Rest in Peace is a fantastic card but can lead to a graveyard focused deck to struggle immensely. You can contrast it with something like Jotun Grunt which can still make sure they don't go out of hand but can still allow graveyard players to have fun.
5 days ago
I've decided I definitely like 4 Goblin Guide. Turn 1 Delver or Nacatl into turn 2 Guide and swing for 5 feels really good. It's worse against Humans but better against Tron and Control.
Another thing I found out is that deploying 1 threat and trying to keep it alive until I kill them is hard to do. When I was drawing 2 Delvers or Nacatls and clocking for 6 each turn the deck was performing much better. The full set of Guides add a lot of power to the early game against decks like Tron and Control. Clocking for 5 or 6 each turn is a really good thing to be doing.
For the sideboard, Dispel and Rest in Peace sound really good. I'm considering Stony Silence for KCI, Tron, and Affinity, but I'm not sure. It needs something more to bring in against other aggro decks: burn, humans, and affinity, mainly, because the other aggro decks are graveyard combo and are hit hard by Rest in Peace.
Tireless Tracker is another awesome option if I decide to slow the deck down. Right now I think I'm in the mood for some hyper aggro.
I also forgot about Bloodbraid Elf. That's also definitely an option. Possibly better than Goblin Guide. But it's also 4 mana.
The 4 color mana base isn't so bad. I've been tuning the shocks and basics of choice and it's feeling better. Even though the deck is mostly UG, the late game with the deck is RW so basic Mountain and Plains are more useful for avoiding pain. 4 color mana bases don't deserve to beat Blood Moon. The Botanical Sanctums are good for saving life. The Burn matchup is as bad as you would expect. If I see Sanctum, then the manabase deals 3 damage to find Sacred Foundry and anther 1-2 from other fetches I draw. If I don't see Botanical Sanctum, then it's 5-6 life to find the 2 shocks. It's not designed to be flexible because flexible is painful.
Dromoka's Command is another card I forgot about that deserves consideration. Float mana and use it to kill the Moon. Also counters Bolt. And Anger of the Gods. Also +1/+1 on Nacatl, fight your Mantis Rider is sweet. Or Counter your Searing Blaze, Nacatl fights your creature. The card pairs best with Nacatl or against Blood Moon, but is kinda meh otherwise.
Spellskite could be the sideboard card to beat Burn. I can even pay the blue mana for its ability.
5 days ago
Okay, I would suggest you try to make the deck as consistent as possible, while also having a lot of interaction. Given your manabase being split between four colors, effects such as Counterspell are a bit hard to cast. Countermagic though should be run. Arcane Denial is a card I recommend, as it generally doesn't draw too much hate, doesn't cost double , and replaces itself as a card.
This is the type of logic I implore you to use when deciding the power level of cards. I assume you have the same dilemma most have when deck building of card attachment. Because of this, I will give you a list of cards I would drop in the list, for more powerful interaction, ramp, and card draw.
Here we go:
Citadel Siege - This is a +1/+1 counter deck, and this puts +1/+1 counters on your creatures, it makes sense why it is run, but you have so many effects in this nature, that this card I don't think makes the cut. This deck has a lot of creatures, and this card doesn't put a +1/+1 on up to two creatures, both of which could be proliferated later, instead it only puts two on one creature. I don't hink it is worth 5 mana.
Brave the Elements - Vigilance is a good ability, but for a 2 mana enchantment, this would have to do much more than this to be worth it in my opinion. Dropping it for more ramp allows you to be more aggressive, and get your opponents on the defensive, rather than you having to defend yourself.
Duneblast - Cool card, yes, but in this deck I don't think saving one of your creatures is worth a whopping 3 more mana and an extra color symbol than Day of Judgment or a similar effect. I personally would rather see Languish in this deck, as it can kill most creatures, while your generally are larger, or Black Sun's Zenith, which puts -1/-1 counters on your opponents' creatures you can proliferate over time.
Disdainful Stroke - Okay, this next part might get into a bit of math, but here is why Disdainful Stroke is nearly strictly worse than Arcane Denial, and it has to do with card advantage. If Disdainful Stroke was a Counterspell for just a , I would still run Arcane Denial over it. An effect like Disdainful Stroke leaves you down a card, and your opponent down a card, with two other opponents up a card. Since Arcane Denial replaces itself, and give two card to an opponent, at the cost of one, you are only down a card to one opponent, instead of two.
2-4 lands - A deck of this CMC normally needs only 35-37 lands to get all of their spells cast on time. I don't have the statistics on me right now, so trust me or not, but that has been my experience and the experience of many others.
Okay, so what should you add in? I would run more counterspells, like Delay, Mana Leak, Swan Song, or anything you want to run for versatility like Unsubstantiate or Supreme Will. Removal like Swords to Plowshares, Chain of Vapor, Beast Within, or Aura of Silence can also be useful, as well as card draw like Windfall, Brainstorm, Ponder, or Preordain. The creature base seems fine, I suggest a Sunscorch Regent because it is insanely fun, but otherwise keep it up!
Oh yeah, you wonder what to do against Inalla, Archmage Ritualist? Torpor Orb, Tocatli Honor Guard, and Hushwing Gryff shut them down efficiently, also they only hurt 6 of your cards, being Prime Speaker Zegana's draw ability, Juniper Order Ranger, Elite Scaleguard's bolster ability, Armorcraft Judge, and a couple creature's evolve ability. The reason effects such as Fertilid's enter the battlefield with two +1/+1 counter ability or similar abilities across your deck is due to them not being triggered abilities. They happen 'as' the creature enters, instead of immediately after. It is a little weird.
Against graveyard decks, consider Relic of Progenitus, Leyline of the Void, Rest in Peace, Grafdigger's Cage, and Ground Seal. They are pretty self explanatory, but run the ones you want to, all have ups and downs. For instance, though you may know that tokens disappear if they leave the battlefield, they still go to the graveyard when they die, immediately after they disappear, which is why effects like Deathgreeter trigger when 3 tokens die. This means Leyline of the Void won't stop Deathgreeter gaining life when tokens die, but Rest in Peace will. Differences like this are minor, but may make you decide between different forms of graveyard hate.
6 days ago
The mana base needs tweaking. The flex spots are maddening. But it's over-performing so far. Tron is a decent matchup. Humans is better than I expected in the testing I've done so far. The sideboard can support Rest in Peace and Stony Silence for the intense graveyard and artifact meta in modern that we have right now - among other powerful hate cards. The deck probably folds hard to Blood Moon, but I'm not ready to dismiss Moon matchups as unwinnable just yet - with a basic Plains we can still burn them out.
The biggest thing I'm struggling with is the creatures. I can't rely on having a Delver or a Nacatl every game. And Snap beats are only so good. But anything I can't play on turn 1 feels so much slower, to the point where I'm off the tempo plan. But I don't know of any turn 1 play that's good enough. It's a struggle. Tarmogoyf is the best option, but it's too expensive if I ever want to actually build this.