|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.
|Have (8)||anonymausguy , mlouden03 , awalloftext , mymanpotsandpans , Kvothe1115 , mentor6 , MrCrazzyc , ironax|
|Want (44)||joshw335 , athix , coadster , Liquicitizen , Flame213 , snoopywashere , Tomasaa , CryAll , mgoodwi5 , Fullmetalmage , Commonomicon , MasterRoach117 , mtgtim , Chabert , itskevinmiller , bryanmochi , SupremeRNB , eleventhend , Korevana , zephyrmoth , dontjudgemyusername , XVicarious , colorfulsnailboy , Xz0mb13x91 , Vukodlak , obitus , kovellen , jkdhfgui , MstrbtnManatee , guimuave , chucklebot , Skydra2 , Schwiggity , Cunningcrow , Animale , jbriedis , Elphane , zomburs , tristanishappy , Dragonsound , THP88 , klokwurk , dtfer , kungfurabbi|
Rest in Peace Discussion
4 hours ago
With your deck, Rest in Peace is fine.
Your deck itself definitely needs a bit more fine tuning though.
11 hours ago
First, welcome to Modern!
I've played a TON of Gruul in Modern, and there are definitely pros and cons to all of the options. Here are some thoughts:
- Scavenging Ooze : A little slow, but mainboard-able. I also play Dredge and FWIW this is actually the toughest card of all of them to play around or through.
- Grafdigger's Cage : Fast and effective. Downside is they can just fill the yard until they find removal. Also great vs. Collected Company , Summoner's Pact , etc.
- Relic of Progenitus : Kinda weak, but also mainboard-able. Deciding when to crack it may be one of the biggest skill-tests in Modern. :-)
- Tormod's Crypt : Weak, but soooo fast. When the T1 graveyard decks (e.g., Vengevine, Hollow One) are out in force, I like 1x in the side.
- Wheel of Sun and Moon : Weak (because they can still use whatever they got into the yard before it's played), but the foil version is probably the most beautiful Magic card ever printed, so there's that. Incidentally amazing vs. Mill.
- Rest in Peace : IMO, the best graveyard hate in Modern. Dredge 100% expects it though game 2 if they have any idea you're splashing White, so will bring in enchantment removal for sure. You can really mess with them though if they think you're on Sc'ooze or Artifacts, since they'll almost certainly misboard.
16 hours ago
Hey all! I'm planning on dipping my toes into modern after played EDH for basically my entire magic career. In a RG deck that splashes just a touch of white, what should I be looking for in graveyard hate? Is Rest in Peace just generically the best? Should I also/instead run Relic of Progenitus / Tormod's Crypt / Grafdigger's Cage ?
Basically, in short... what's the difference in terms of what decks each option is more effective against?
1 day ago
your opposition comes from the fact that simply having the capacity to be beaten does not take away a deck's status as oppressive. Take the following example: NBLM Eldrazi loses to a deck of 60 copies of this hypothetical card:
Exile target nonland colorless permanent. You gain 5 life.
Eldrazi LUL cannot be countered.
If an effect an opponent controls would cause you to discard or exile Eldrazi LUL from your hand, summon a 15/15 colorless eldrazi with trample, banding, and LUL.
flavor text: HA, this should fix my eldrazi matchup!
That same deck of 60 eldrazi LUL's loses to a single
, but does not lose to eldrazi. What's my point? ANY deck can be beaten with a critical mass of the right hate cards. The cost of hitting that critical mass though is that you likely take a hit to other match-ups across the board. The 60 eldrazi LUL deck is a hyperbole of this, as it literally cannot lose to NBLM eldrazi in its current form, but literally cannot beat any other deck, and the mirror is a perfect 50/50, where both players mulligan to 0 and the player who is on the play loses, as they draw/fatigue out first.
A deck isn't "tolerable" or "balanced" simply because it has the capacity to lose. It is balanced only when it has the capacity to lose to an entire suite of decks that are trying to win in their own unique ways, WITHOUT REQUIRING specific tech to win the matchup. Eldrazi, by this metric, is completely unbalanced in its NBLM form because it only loses to 2 decks in NBLM, and those two decks are Miracles (consistently) and storm, depending on whether storm goes off prior to turn 2 or not. EVERY OTHER DECK has to tech at least 8 cards specifically against eldrazi that aren't very good against any other meta deck. That's a huge problem.
Your argument is essentially; NBLM eldrazi will get beaten by at least one deck, and that deck will get beaten by at least one deck which eldrazi will probably beat. Hey, we still have a meta! That's essentially saying that rock paper scizzors still has a meta even when rock has a 70% winrate. Sure SOME meta exists, but it's by no metric a healthy one. So what's the solution? Nerf rock by banning eye of ugin AAAAND now its just SBLM (small ban list modern) and now that we're already tweaking power levels and have a ban list we might as well go all the way on this aaaand we're back to modern.
That's the logical flow that most of us here are going through, and the reason why most of us (frankly) are getting annoyed with this back and forth. Years of trial and error turned modern into what it is today. Many of us played through and experienced those errors. You're questioning whether the meta's that many of us suffered through were really that bad. The answer is yes, those metas were that bad, we really didn't like them, and many of these bans, if not all of them, were made with intelligent reason backed by months of evidence, sometimes years in the case of more nuanced bans such as twin.
We don't want pod back. We don't want eldrazi back. We don't want to sit through 3 50 minute games of miracle mirrors in the top8 of every modern GP. We don't want to die before turn 4 to a storm deck that drew and cast THE ENTIRE DECK and combo'd off. We don't want to watch 1 single game of an eggs player taking an hour and a half to combo off with second sunrise. Some of us like interacting with graveyards, and don't want to be forced into avoiding that feature of the game because dredge exploits the graveyard so hard that everyone has to run Rest in Peace . If we wanted all those things, we'd go play legacy.
While it's kind of fun to speculate about what NBLM might look like, the end result is that NBLM absolutely does not have the same meta diversity that modern does, and does not play as the same format, so for us modern players in this modern forum... most of us are having that visceral reaction of "stay the hell away from my nice and lovely format!"
3 days ago
PlatinumOne sorry i wasnt too specific in my bullet points earlier. no Simian Spirit Guide isnt currently banned (but it was until recently) and i meant to say that it would be used to help cast Trinisphere .
dies to removal is basically a meme at this point but c'mon its true... Deathrite Shaman only hase 2 toughness doesnt have haste/shroud/hexproof/indestructible...can be named with Pithing Needle ...can be countered can be discarded.
Golgari Grave-Troll is great just like Stinkweed Imp ... just bounce it with Vapor Snag ... insert grayvard removal like Nihil Spellbomb or Rest in Peace or Tormod's Crypt or Relic of Progenitus ...why cant i hold all this graveyard removal?
Eye of Ugin isn't stopped by Damping Sphere but the other typical tron lands like Urza's Mine , Urza's Power Plant and Urza's Tower dont like it... Blood Moon and other options like Tectonic Edge or better exist.
4 days ago
Good concept for a deck, but way too few lands; every time I've playtested your deck I've only been able to consistently hit the first two land drops. A control deck like yours might want more lands than average, perhaps 24-27, but if you insist on a below average land amount at least up it to 19 lands. To fit these extra lands in, I recommend cutting Assemble the Legion (too slow), Rest in Peace , or Blind Obedience (too situational, though both of those cards would fit well into your sideboard, as they can completely nerf some decks). If you do cut those, then you should also consider cutting out Sphere of Safety , since you'll have fewer enchantments so it'll be less effective. If you get more slots open, I'd also recommend fitting in an Idyllic Tutor somewhere, as it can help you assemble your Possibility Storm + Curse of Exhaustion combo much more easily. Hope that helps!
4 days ago
Scenarios, where it could have been way more useful than my enchantment, is plentiful as far as I can recall! also, the only way to stop them with Aura Shards would be creatures with flash which also has very low odds to pull of anyway and we already have a fair bit of hate towards artifacts so it could actually act as a backup you can keep up if you have a Null Rod out and people are looking for an end step removal to try and go for a win on their turn regardless of how Staxy your board is with Artifact combos mentioned in the previous post.
Although for the other two, I'm still not 100% convinced even though Reanimator occasionally screw you over with a turn 1 or 2 Jin-Gitaxias, Core Augur or any of the commonly used targets like Sheoldred... we do still have a re-castable untapping/tapping bird at our disposal that can still prolong the game to a point where those beasts won't easily beat you down anyway. And it will eventually require other people to respond too if it doesn't snowball to far out of hand. I feel like running Counter spells like Flusterstorm , Spell Pierce And similar cards like this for these early reanimator scenario's is something I'd prefer as they could also prevent board wipes that slip through at other points in the game! And imagine a pod where 2-3 of your opponents manage to put a reanimated beast on the table... Your singular swords won't save you and you just move on I guess :'(...
Or yea to flash in Containment Priest only for these kinds of scenarios :)! Heck, I'd even run more grave-hate before I'd consider swords if Reanimator was a problem as you have so many choices...
(It will be a pain to see Aura Shards go as I've had so much success with it removing every single Ramp artifact and later on crucial pieces they needed a turn cycle for to go off with :'(... but the day has come to accept that CEDH loves its Paradoxfluxervoirscepter or chain veil combos too much and storm is everywhere xD)
6 days ago
Hi iatetoomxch i really like your list. I play a similar list. So i will give you some recommendions. Because of your direct impact preference:
- Aura of Silence - hate and destroy one ^^
- Wood Elves - really good with the recursion possibilitys
- Plaguecrafter - best. Only creature Answer for planeswalker
- Ravenous Chupacabra - destroy target creature (an opponent controls)
- Ramunap Excavator - i play this card with - Azusa, Lost but Seeking and Oracle of Mul Daya and Yavimaya Elder to ramp lands or Wasteland or Horizon Canopy
- Grand Abolisher - make your turn save
- Grasp of Fate - sometimes you want more than one thing away
- Massacre Wurm - shave live
- Bane of Progress - destroy all enchantment and artifact
good but not direct impact:
- Underrealm Lich i like him... sure to mana expensive for your meta
- Bounty Agent - idk new try to kill commander i think
- Kambal, Consul of Allocation - soft lock for life
- Mesmeric Orb really good fill for the graveyard and annoys the other ^^
- Caustic Caterpillar
- Bloom Tender
- Helm of Obedience - against my deck all who can play Rest in Peace so this is the answer...
Rest in Peace occurrence in decks from the last year
Commander / EDH:
All decks: 0,03%
GW (Selesnya): 0,09%
W/U (Azorius): 0,14%
GWU (Bant): 0,1%
W/U/B (Esper): 0,11%
All decks: 0,01%
W/U (Azorius): 0,02%
RW (Boros): 0,03%
W/B (Orzhov): 0,01%
GW (Selesnya): 0,0%
W/U/B (Esper): 0,05%
RGW (Naya): 0,01%
RUW (Jeskai, America): 0,01%
GWU (Bant): 0,0%
All decks: 0,05%