Rest in Peace


Format Legality
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
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.

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Rest in Peace Discussion

amicdeep on Vehicle Soul Sisters

1 day ago

Looks pretty solid. The due changes i would make is +1 legions landing as the ramp is really useful and multiple aren't that bad

+1 souls. It's probably the best card in the deck run 4!!!

Auriok Champion is also really powerful in the current meta, I would run 2 mb and one SB

The deck like this needs +1 effects as with so many go wide effective it double the boards power. For maximum effect with minimal card Shefet Dunes (it's amazing late games with a resolves souls) run 2

Because you have creatures of different colors honor the pure isn't going to cut it. I would consider adding either a giddion ally of zendikar or a sorin. (Two total plainswalkers)

This would provide 4 sources of board pump and should be enough to find one most games. They also combine nicely with other card in the deck, sorin /gidions also make tokens so can crew after boardwipes. And are relevent removal cards as well

Other powerful cards that might be worth running. Shrine of NYX as a one or two off could provide some serous ramp with little downside

Ghost quarters should make tron and valkurt matchups better (they are traditionally twined with flagstones of trokair as they can fetch out shocks and are not run well with multiples.

Lastly as you have some far amount of gy filling cards it might be worth considering a delve spell or two to help up the decks power and provide an alt win con. (Either gurmag angler, Tombstalker both are big bulky and are unpushable and unboltable. Murderous Cut may also be useful over a push as it unconditional removal, which is always nice to have.

I would also go all in on path to exile as the can be used as ramp and mana fixing by pathing a token.

Lastly I would strong consider adding both Rest in Peace (2 of) and either Kambal, Consul of Allocation or Eidolon of Rhetoric to help with storm and spell slinger matchups. And maybe 2 boardwipes to help against zoo, hollow one, humans. Either a straight up wrath of God or settle the wreckage (most expensive but best option) or slaughter the strong.

Weaker slots to cut from Non land 1 aethersphere harvester 1-2 night market lookout (they are ok but but you have plenty of one 1-2 drops an these are the weakest) 1-2 Push (path is more versitle in your deck and you are pretty fetchland light making it much weaker in alot of matchups.


2 isolated chaples and all concerned courtyards. I personally would run cave of kolos instead as the life loss barely even registers with the build and it always comes in untapped. (And financially cheaper :D

Good luck and happy brewing :D

IHATENAMES on Blade Dump

4 days ago

I don't understand the inclusion of Thrumming stone... besides that its a playable deck ( i run a very similar deck with Shram as the Commander). I would suggest Comparing your equipment's abilities with your commander and optimizing it for the best result t3 t4 when you cast it. Suggestions ... Land Tax mono white staple , Day of Judgment or Wrath of God board wipe effect, Open the Vaults return eq from grave, Rest in Peace grave hate, Alms Collector draw hate, Oath of Lieges Ramp/ friendly card, Linvala, Keeper of Silence hate depending on your meta.

Polupus on UWtf?

5 days ago


I haven’t looked at this deck in a long time but there is Brainspoil to find Shared Fate.

There are few cards at 2cmc to transmute for that clear the board or empty their hand... Pyroclasm and Wrench Mind come to mind, but I can’t think of any others and those aren’t the greatest options for what they are trying to do.

Looking back the major flaw this deck has is a weakness to grave recursion, in which case Rest in Peace would be the best utility transmute target for this deck.

StopShot on Queen Marchesa: Politics, Aikido, and Control

6 days ago

@precociousapprentice, Well, I was going to suggest that if you insisted on keeping Vampire Nighthawk that Thornbite Staff makes a strong synergy with it.

If you're going to use only one copy spell I'd suggest using Fork over Reverberate. While they're very similar and neither is strictly better or worse than the other one common scenario Fork has over Reverberate is when copying counter spells and turning them red. This can be significant, because in past times when copying counterspells I've had cards like Red Elemental Blast, Pyroblast, and Guttural Response used to counteract my Reverberate when copying a blue counter spell or draw spell. Most non-blue decks that can run those cards will likely run them more-so than not and Fork bypasses that issue easily when needed.

It seems your meta is thoroughly diverse. Hand and deck disruption can be a strong asset for taking down a combo deck, but I wouldn't consider Praetor's Grasp or Wheel of Fortune strong enough effects since combo decks can always run back-up combos to rely on. What really hits combo is repeatable effects and some of the strongest you could probably run would be Mind Slash and Bottomless Pit which a lot of combo players would find nasty. (Painful Quandary is a close third place and can stop storm decks pretty effectively as well.) Also if you're going up against non-graveyard strategies Mesmeric Orb is a ballistic nightmare in any singleton format it's put in which would be the only effective mill card I'd ever recommend when hurting combo.

Do note graveyard-based combos are a little more resilient to the card suggestions I've given above, but so long as you have something like Rest in Peace and/or Planar Void you can easily avoid this issue without giving them any fuel to burn.

Given your meta I would imagine Torpor Orb would lift a lot of weight for you especially against Purphoros, God of the Forge, Palinchron/Deadeye Navigator, and whatever ETB effects the Muldrotha, the Gravetide deck is probably abusing.

One aspect about blue I've never liked was it's use of counter spells. If you find Reverberate helpful I'd recommend also using cards like Seal of Cleansing, Sinister Concoction, Gate to Phyrexia, Aura Fracture, Aura of Silence, and Umezawa's Jitte. Not only do they serve as good rattlesnake cards that deter your opponents from just putting their bombs on the field, but I've noticed blue decks only hold up counter spell mana on turns they might need it on. If you drop one of these early when they're not ready their counter spells won't be able to stop the card effects, and I can verify from past experiences that the blue players I go up against when using the cards I just mentioned hate them fondly because they know I save them for their combos which makes their job of combo-ing out much more complicated. In fact one card I've found more success with than I'd ever give credit to is Molten Vortex, because the number of utility creatures and win-cons it hits without needing to use prime removal spells is pretty big and as I said before it's another one of those spells that if resolved the blue decks are going to have troubles playing around with. The Vortex can remove Mizzix of the Izmagnus, Laboratory Maniac, Norin the Wary, Hermit Druid, Kiki-Jiki, Mirror Breaker, etc. and even when I don't have a land to pitch to it I've found it's presence alone is enough to deter plays entirely. Shattering Spree also plays well against blue, because not only can it hit multiple targets, but you can hit the same target twice or three times which would require more than one counter spell to stop a key combo piece being removed if needed.

As for multiple combat steps or a super massive army being swung your way you already can use Ghostly Prison, but if you need more options Norn's Annex can also work as well as Orim's Chant which not only stops combat but can also be used but can also stop storm or certain combos if you cast it at the right moment. It should also be noted that Rule of Law as well as the aforementioned Damping Sphere also does a marvelous job of stopping storm as well. Lastly if your opponents gaining life is an issue I think Rampaging Ferocidon makes a good option, because it can also punish your opponents if they try to build an army, so it fits two functions rather well, and I find the menace handy if you ever need to punch into a super-friends deck.

KongMing on The Most Evil Deck in Modern

1 week ago

I played against a deck like this in one of my pods last year. I eventually ended up sideboarding in some cards to my Ally deck to help take care of business. Specifically, I grabbed Rest in Peace to stop Academy Ruins, Leyline of Sanctity so I couldn't be targeted by Lanterns and Shredders, and Beast Within and Krosan Grip to destroy Witchbane Orb and Ensnaring Bridge so I could win with mill or combat damage. After I sideboarded that stuff in, the Allies stopped Lantern Control cold pretty much every time.

Awesome deck idea, I like seeing people cry at the brutality of the topdeck control. +1.

zenozia on Mono white prison

1 week ago

Hi like your list

enchantement: Sphere of Safety is the best enchantement of the deck as you will propably have 4-5 enchantement in play Suppression Field is also a good stax piece, Greater Auramancy is simply awesome but it's not cheap :(

land: try to aim for 22-24 land and add Nykthos, Shrine to Nyx if again you can put the money

wincon: the best option in my opinion is Sigil of the Empty Throne and Starfield of Nyx they each have their win and con and you should probably playtest to choose as the 2 are really good card

sideboard: Karma black matchup are now pretty easy with this card Holy Day help against hyper agro matchup Rule of Law completely shut down combo deck Rest in Peace if you have the money it's propably the card to add because graveyard is 1 of your deck biggest worries

DVLuca on World Breaker Hulk

2 weeks ago

Hi Megalomania, I've commented the the BG one, not the Grixis as I dont realy like the archetipe

I see you have 99 cards and Caustic Caterpillar may be usefull to resolve Rest in Peace and Leyline of the Void and it can be recasted by muldrotha. Otherwise I can think of Auriok Salvagers for infinite mana with LED. For now I can't think of any other good cards, the list is very well made, so I have to ask what aspect you want to improve. +1 for me!

Xica on MonoR Demigod Hollow One

2 weeks ago

Depends on what you expect to go up against...

  • I would say that 4x Abrade is a given. It can increase your removal count against decks where killing a Goblin Electromancer/Devoted Druid can make a difference between loosing or winning a game. And artifact destruction if as good as ever, its relevant against humans (due to Aether Vial), against the mirror, and give you something to attack Cranial Plating the best card in affinity against this kind of deck.

  • If you expect elves/merfolk Anger of the Gods is a gamechanger, and it also hates really effectively on dredge. (I would advocate agaisnt heavily sideboarding against living end, as the deck can easily steal game one and a second game just by randomly binning creatures into the grave with the loot effects, similarly to what Arcbound Ravagerdoes in affinity lists. If you face something like any flavor of griselbrand reanimator deck, you will need some dedicated grave hate :P)

  • Otherwise just diversify the sideboard with multi purpose hate cards - for example Dragon's Claw is great versus both burn/sleigh & storm, Damping Sphere is good vs storm, ad nauseam, tron & amulet titan - the more diverse your answers are the less likely a single Echoing Truth could lead to a game loss.

I run some strange choices in my side, that may be questionable. Hour of Devastation is a sweeper that burns everything even if humans get up their counter, or merfolk/elves are buffed to absurd proportions - and its surprisingly great when UW control boards into being gideon tribal. Harvest Pyre is a great card, but Rest in Peace and the like hoses it - so that is something to consider - Roast on the other hand, nearly covers all the same bases, its downsides being that it can't target flyers like Vendilion Clique, Stormbreath Dragon... etc. and no matter what it can never blow up Inferno Titan/Primeval Titan, and its slow against Reality Smasher as it can swing at least once. (And Lightning Axe is always an option)

If you expect a lot of humans i would strongly advocate playing Torpor Orb which is a bane of that deck (or any eqivalent effect you can find).

Chandra, Torch of Defiance just got a lot worse due to the "rework" of damage targeting rules, its damage can't be redirected to other planeswalkers anymore. Thus Vessel of Volatility got a bit more appealing, since it can't be attacked by creatures & it can power out Demigod of Revenge a turn (and a land) earlier. (Chandra has a few upsides, even though she lack that raw power, she can act as removal, a pseudo Dark Confidant, more like a better Sin Prodder - and sometimes, the effort people take to remove her lead to you winning the damage race by a few points, and her ultimate is a way to win against martyr proc decks, and in prison decks in general.

In red you also have access to some more narrow and devastating effect to hate on specific deck - if yu have such problems in the local meta, like Aura Barbs against boggles, Shatterstorm/Granulate/Shattering Spree/By Force agaisnt effinity, various eggs variants (currenlty KCI-travler), Boil if you want to hate on decks with a lot of blue, red also offers Hazoret the Fervent to shit on midrange even more (if Blood Moon wasn't enough)....

If you want to splash, black has two main attractions: Rakdos Charm & Collective Brutality - which i think are much stronger (and have more uses) than Ancient Grudge. Blue offers Izzet Charm, and white offers the best hate crds against every archetype. Going mardu gives access to Lingering Souls - maybe even in the main, which solves many problems the deck has.

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