No Rest for the Wicked

No Rest for the Wicked


Sacrifice No Rest for the Wicked: Return to your hand all creature cards that were put into your graveyard from play this turn.

Latest Decks as Commander

No Rest for the Wicked Discussion

ShaDoWz_6677 on Glory to Old Phyrexia

5 months ago

Wall of Junk or 1 swamp. you dont need 43 lands. I would go with 39 lands at most in this deck. I play a yawgmoth cEDH with Phyrexian Subtheme. The Thran book dictates a lot of the storyline between Phyrexia and Dominaria. Speaking of a powerstone that Yawgmoth uses to keep the Portal to Phyrexia open for the people of Halcyon to be transported to Phyrexia. (Hence cards like Mimic Vat and No Rest for the Wicked references.

PaulMuadDib on Vito, Thorn of Dusk Rose

1 year ago

You are going to need more than 12 lands. Whenever I build a deck, I always start with 40 lands and then for every 3 pieces of ramp, which for a mono black deck would be a mana rock or swamp doubler or ritual spell like Dark Ritual, I remove a land.
Please retune the deck with 12 non-land mana sources and 36 swamps for starters and you can think of non-swamp lands you want to include later.
My suggestions for those sources are any 12 of the following, depending on your budget:
Sol Ring
Star Compass
Commander's Sphere
Crypt Ghast
Charcoal Diamond
Soldevi Adnate
Songs of the Damned
Worn Powerstone
Dark Ritual
Everflowing Chalice
Ashnod's Altar
Guardian Idol
Hedron Archive
Mind Stone
Magnifying Glass
Prismatic Lens
Cabal Coffers <- could replace a swamp
Bubbling Muck
Pristine Talisman <- defiantly want that

After that you've got the commander, which takes up 1 card slot, so that leaves you with 51 cards to choose from.

I see the bare beginnings of either an aristocrats or a reanimator deck. In my opinion you should push more for aristocrats. It can draw you tons of cards and gain you quite a lot of life. There's no harm in keeping some reanimation spells in there though.

You want a good number of sacrifice outlets. I haven't heard of what a hard number should be so I'd shoot for at least 5. Here's a list of some that I remember off hand:
Witch's Cauldron
Vampiric Rites
Ashnod's Altar
Infernal Tribute <- has a funny synergy with Spine of Ish Sah
Gnawing Zombie
Altar of Dementia
Blood Bairn
Bloodflow Connoisseur
Bloodsoaked Altar
Bloodthrone Vampire
Carnage Altar
Carrion Feeder
Corpse Blockade
Culling Dais
Dark Privilege
Diamond Valley
Disciple of Griselbrand
Gutless Ghoul
Lampad of Death's Vigil
Mind Slash
Spawning Pit
Phyrexian Plaguelord

For this strategy you'll need recurring creatures or token generators
Ghoulcaller Gisa
Reassembling Skeleton
Endless Cockroaches
Tenacious Dead
Nim Devourer
Bridge from Below
Open the Graves
Sanitarium Skeleton

Pitiless Plunderer
Bolas's Citadel

Blood Artist is a staple
Plunge into Darkness is something you might want for the pure lifegain of 3 per creature you sacrifice. Not sure that you want to use the "exile a bunch of your deck" too often.
Bontu's Monument
Drain Life
Shadows of the Past

Living Death
No Rest for the Wicked
Sepulchral Primordial
Rise from the Grave
Apprentice Necromancer
Call of the Death-Dweller

spot removal/board wipes
Hero's Downfall
Vona's Hunger

Read the Bones
Sign in Blood
Damnable Pact
Smothering Abomination
Ransack the Lab
Minions' Murmurs
Harvester of Souls

and so forth. I'd look through some already built aristocrats decks to see exactly whether you want to take that strategy.

Oh yeah, for utility lands I'd choose any of the following within your price range:
Leechridden Swamp
Bojuka Bog
Reliquary Tower
Cabal Stronghold
Volrath's Stronghold
Phyrexian Tower
Myriad Landscape
Terrain Generator
Geier Reach Sanitarium

DeusOfScars on Lurrus' AristoCats

1 year ago

I agree that I need to put in more creatures. Inheritance is in there for card draw, and No Rest for the Wicked to bounce back from a boardwipe since you can only cast 1 thing from the graveyard with Lurrus, or if someone tries to exile my graveyard.

LiamEthanP on Lurrus' AristoCats

1 year ago

If you're really going for the cat theme, I'd add more creatures. As of now the amount of ramp you have seems very high for the mana curve of your deck, and cards such as Inheritance and No Rest for the Wicked are unnecessary because of Lurrus. I'd slap in a few more creatures just to bolster the deck's offensive capabilities.

Arktaurous on Edgar Markov Vampires 2.0

1 year ago

Skeletal Scrying, Dregs of Sorrow, Damnable Pact, Necrologia are all viable options as long as your life gain is working well.

Patriarch's Bidding,Balthor the Defiled, Finale of Eternity, No Rest for the Wicked, Empty the Catacombs, Twilight's Call can all kinda undo certain board wipes.

White has some counter spells too like Rebuff the Wicked, Mana Tithe, Dawn Charm, Lapse of Certainty, Illumination that could help against removal sometimes.

bushido_man96 on Korvold Buff Bot

1 year ago

I'm not sure on Torbran, Thane of Red Fell in this deck. He only affects your red sources, and although great for you commander, I don't see him being very useful to the rest of the deck. If you've found this to be otherwise, though, then by all means, run him. At first glance, though, he doesn't seem to fit, and the slot could be better used for more sac outlets or something helpful to the aristocrats/sac theme.

A card you might find interesting is No Rest for the Wicked . It can be a risk if it gets countered, but it can also provide you with an explosive turn in which you can get a chunk of your non-token creatures back to your hand.

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