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Moxonomy

No Rest for the Wicked

Enchantment1 generic manaBlack mana

The single clause that pays for a two-mana hand-refill is also where all the skill hides: this only recovers creatures that hit the graveyard from the battlefield on the turn you crack it, so it does nothing for anything milled, discarded, or killed earlier. The sequencing is everything. Left on the battlefield as a quiet insurance policy, it dares an opponent to fire a board wipe: let the sweeper resolve, watch your team die, then sacrifice the enchantment to pull the whole batch back to hand. Crack it too early, with the wipe still on the stack, and you have returned nothing, because nothing has died yet. The same timing logic rewards a deck that feeds its own creatures to a sacrifice outlet across a single turn, then sacrifices this immediately after to buy the lot back, converting a board you were going to lose anyway into a one-sided card-advantage swing. The catch is the destination. Creatures return to hand, not to the battlefield, so you pay full freight to recast everything; this refills, it does not rebuild your army for free. It reads like a clumsy answer to removal until you notice the timing window is the design, and the player who controls the moment their own creatures die, on their own turn and inside this enchantment's window, is the one who wrings the most out of it.

No Rest for the Wicked (10e)
10E · #165uncommon
Pricing
Normal: $0.47
Foil:
Oracle Text

Rules text

Sacrifice this enchantment: Return to your hand all creature cards in your graveyard that were put there from the battlefield this turn.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
Brawl
N/A
Historic
N/A
Alchemy
N/A
Timeless
N/A
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
Legal
PreDH
Legal
Pauper Commander
N/A
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
Legal
Printings elsewhere

Other printings

3 sets
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