Rest for the Weary

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planar Constructed Legal
Planechase Legal
PreDH Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Rest for the Weary

Instant

Target player gains 4 life.

Landfall — If you had a land enter the battlefield under your control this turn, that player gains 8 life instead.

legendofa on Northwest Passage: Fire From Ice

1 week ago

ZoomZoom Great feedback, thanks!

Dragonsoul Knight was kind of a pet card choice. It's a big mana investment, and it definitely eats removal all the time, but that one time in a hundred that it works, it really works. I'm not sure what to switch it out for, so if you have a suggestion for something more reliable, let me know.

The sideboard was for a specific meta in my group, and it's completely out of date. Moment's Peace went in mostly as Goblin deterrent, buying a couple of free turns in the midgame. Along the same lines, Innocent Blood was for a low-creature Bogles-style deck. Weather the Storm's better than Rest for the Weary, but that's what I had on hand at the time.

Lightning Bolt vs. Cast Down, I would have to tweak the mana base for, but definitely an option worth trying. I'm a little hesitant to cut 1-mana cards for 2-mana cards, but I'll see how it goes.

Thraben Charm and Cast into the Fire will find a home somewhere in here.

ZoomZoom on Northwest Passage: Fire From Ice

1 week ago

Nice to see another Snow Domain list :) the control aspects look neat, though I wonder if Cast Down would be better over Lightning Bolt.

I think that getting to hit with Dragonsoul Knight is awesome! Though it takes 5 mana to make it a 7/5, and it is really vulnerable to removal.

Some thoughts on the sideboard:

  • Was Hydroblast a deliberate decision vs mono-red? Otherwise I would think that Pyroblast might be a better choice since its the best counter to those pesky blue spells and permanents.
  • Innocent Blood is cool! Though it's not easy if you need to get rid of a particular creature when the opponent has 2+ creatures
  • I'm curious on your thoughts for Rest for the Weary vs Weather the Storm. Rest's floor is 4, and caps at 8, whereas Weather's floor is 6 (since you'll always cast it when at least one spell was cast before it) and its ceiling is storm.
  • Moment's Peace *list* is neat -- how often does it get you through to the mid-lat game?

The deck should probably run Thraben Charm -- it's graveyard hate with some versatility. Possibly also some exile-based artifact hate like Cast into the Fire (to hit the MH2 indestructible artifact lands).

legendofa on Card creation challenge

3 weeks ago

Treetop Explorer

Creature - Monkey Warrior

Whenever a player casts a Treefolk spell, you may put a +1/+1 counter on Treetop Explorer.

1/1

Vanaras take easily to new experiences, except in humility. But the trees are always ready to teach that.


The base card is Elvish Handservant.

Create a payoff for gaining big chunks of life, something that would make Rest for the Weary or Heroes' Reunion more playable.

wallisface on

2 years ago

Some thoughts:

  • cards that only gain life are pretty universally bad - as such I'd suggest replacing Heroes' Reunion, Rest for the Weary, and Chaplain's Blessing for cards that do something more useful.

  • Broken Bond is interesting, but there'll be a lot of matchups where it's a dead draw (if your opponent has no enchants/artifacts, you can't cast it, unless you're destroying your own stuff). If you're using it to ramp, Explore would be a lot more reliable.

  • I'd suggest ditching Sunbond entirely. Your road-to-victory doesn't appear to be one where you need one large creature, and Sunbond is unlikely to be helpful as you have no real way to protect your stuff anyway. 4 mana is a lot for this kind of effect also. As you're already at 64 cards, this is something you can effectively remove for free also - giving you better odds to draw all the stuff that matters.

  • I think with only basic lands it's going to be really hard to support 3 colours in a way where the deck has any kind of reliability. I'd suggest cutting back to 2 colours - green seems super-easy to ditch here as it's not really doing anything for you.

9-lives on

2 years ago

Macaronigrill5150 I would add something like Healing Hands but I have mana restrictions for my amount of mana needed for angel tokens which is greater than or equal to 5. Using my life to either make angel tokens, or to harm my opponent, works either way, depending upon which card I draw that gives me my choice to heal the opponent, or myself to the detriment of the opponent. The best result I could get is to draw Vito, Thorn of the Dusk Rose, or Sanguine Bond, and Vizkopa Guildmage as I will be dealing damage to them while healing myself, thus as well as generating tokens. But, if I have Tainted Remedy I will basically burn them to death with healing magic that is able to be transferred, like Heroes' Reunion and Rest for the Weary, and also using my Chaplain's Blessing and Scroll of Avacyn to make angel tokens since I cannot heal myself and hurt them with it at the same time, but rather heal the opponent which harms them, and do my own thing.

wallisface on B/W Gain n Drain

3 years ago

Some thoughts:

  • most modern decks typically can’t justify running more than 4 cards costing 4 mana, and often run nothing above this number. You’ve got a whopping 13 cards costing 4-or-more, which us going to make your hands and turns very slow/clumsy. I’d suggest lowering your curve.

  • added to the above, you have almost nothing to do turn 1, which means there’s very high odds that you’re starting the game a whole turn behind your opponent.

  • It’s worth noting that lifegain is one of the weakest mechanics in magic, and unless a deck has some MASSIVE payoff for gaining life, it’s never worth it. Cards that only gain life are almost always a bad idea, so i’d suggest ditching Congregate, Rest for the Weary, as well as most if your creatures. If you’re wanting to focus on lifegain, you really need a payoff for doing so (otherwise your gameplan effectively becomes to “lose the game slowly”)

Corrosive_Cat on Extreme Healing

3 years ago

Honestly you're probably much better off with Ajani's Pridemate rather than Cleric of Life's Bond. Easier to cast, and no once-a-turn limit!

What kinda format are you going for here? Looks leaning towards Modern, but Wall of Hope isn't legal there. You can set your deck's format on the edit page! I'd recommend Pioneer; plenty of cards to choose from, there, and not so competitive a space.

Also, I'd really recommend not using straight lifegain spells like Rest for the Weary. You're better off using those card slots for something else. I'd recommend ditching those and the Unbender Tines right off the bat, bring you to the generally recommend 60-card deck.

Hope this helps; I love the enthusiasm! If you want more tips I've more I could say and recommend.

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