|Commander / EDH||Legal|
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Rest for the Weary
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.
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Rest for the Weary Discussion
1 month ago
Cast Rest for the Weary targeting your opponent.
1 month ago
It looks like you're relying pretty heavily on your Ajani to gain life.
1 month ago
Are there really no better silver bullets that can be put on isochron? It seems like there should be some brutal hate cards that you can play over and over. Maybe Surgical Extraction, Blessed Alliance,Echoing Truth,Flashfreeze,Hurkyl's Recall,Rest for the Weary just beats burn,Shadow of Doubt would be hilarious, Spell Snare, and Valorous Stance? Shadow of Doubt, Surgical, and rest for the weary all seem game winning on a staff.
3 months ago
Thank you for the reply! Like I said, I'm completely up for any and all suggestions.
I think you might a problem with you decks focus. Are you attempting to gain life yourself, or hurting the opponent by giving them life?
So that's the thing with this deck. I can do either depending on which wincon is on the field. If I have a first hand draw that includes Tainted Remedy, I'm likely going to play Wall of Shards turn two, then Remedy (or bridge) turn 3 and then use my cards to "give life" to my opponent with Rest for the Weary, Heroes' Reunion or wall of shards.
If my draw includes my Chalice of Life and/or Sanguine Bond I'm going to try and boost my own health turn two with a Martyr of Sands (played turn one) and a Rest for the Weary/Heroes' Reunion turn 3 for a chalice flip on turn 4. If I have a tutor in hand or bridge, I'll always play bridge turn three and attempt to pad my health for the eventual Chalice. Tainted remedy should be extremely easy to find with this deck, so I'm expecting to turtle up and damage from behind my bridges no matter if I have Remedy, Bond or Chalice out. Now, I CAN remove my Bonds and go for an entirely Remedy/Chalice wincon or I can remove my Tainted Remedies and still tutor for a Bond/Chalice/Bridge wincon. Either way, currently both of them are supported with this deck, but I can easily specialize.
As for colors, I'm ONLY splashing green for Heroes' Reunion since it's the best cheap lifegain card I could find. I would like to stick to LOW mana (like 3 or less) black/white cards if I could.. I'd love to be able to remove the green just to make the manabase that much easier to manage.
So about your suggestions, I really like Congregate because it supports all three wincons this deck has, my ONLY issue with it is that it has 4 CMC and in a bridge deck, that's a bit too high since I want my hand size to be as minimal as possible. This card would likely be best if I dropped Sanguine Bond for the Congregates (probably a 3x) and went for a purely Tainted remedy/Chalice wincon. It'll also (like you said) reduce the amount of black int the deck and allow Martyr of Sands to shine.
Blessed Alliance is also a card that I looked at and I may give a shot in the future, simply because it's such a good toolbox.
Wrath of God, Day of Judgment and Fumigate are always cards that I will consider in white decks. I have a few Wrath of God cards sitting around.. I might toss a few in! The only issue I ave with them in this deck is wiping out my Wall of Shards and if I do get my bridge out with a near empty hand, I'm not worried about creatures anyways.. And if I do get a Congregate in play, I wouldn't want to have a Wrath of God type card sitting in my hand allowing bigger creatures to attack me.
Rhox Faithmender Is a very sexy card if I decide to go the Sanguine Bond route can use my lifegain as a wincon. The only issue with a Sanguine Bond wincon is that it slows the deck to a minimum of 7-8 turn win and has more expensive cards in hand, therefor hurting my Bridge defenses.
Proclamation of Rebirth - I MAY purchase this and put it on the sideboard. Right now the only thing I could return is my Martyr of Sands which could help me produce a self lifegain wincon. I'll keep this one in mind.
Thank you so much for the writeup and suggestions! I might actually change up the deck just a bit. Your input was much needed. Thanks again!
3 months ago
BrandonJamesCAC with Rest for the Weary, I can do either 4 damage my opponents turn unless he paths one of my creatures, or deal up to 8 damage my turn as long as I can make the Landfall trigger go off. With Blessed Alliance no matter what, it will do 4 damage regardless of whose turn it is if I use it to untap the birds like you said, at most it would be color correction for a 2 drop spell, there is also its third ability to make an opponent sac an attacking creature, but Condemn does it better by making them gain/lose life. The card does have more versatility with usage in control, but I still feel that overall Rest supersedes it because it deals more damage or gains me life to survive longer.
3 months ago
Blessed Alliance is better than
You can escalate it and give them 4 life or untap your birds
3 months ago
4 months ago
Okay, lets see what you've got. I like the idea of stalling, but I think that there are better ways to do it. I think what you are missing here is a true win con and true control.
First, with only about 9 mana producing lands, Emrakul is a waste of space. I'd sell her off and use the cash to buy these other cards:
Cantrips like Opt and Serum Visions are your best friends. They gain you advantage and help you dig for answers to what your opponents throw at you. I would add 7 copies of these two in the combination of your choice.
As I said before, I like the idea of stalling for a win but I'm not sure Norn's Annex is your best choice for a slow win. If they play any lifegain or white deck, it's gonna be a tough game. Personally, I think that plainswalkers are your best choice for a more reliable win. Some great options include Elspeth, Sun's Champion, Liliana, Death's Majesty, Gideon of the Trials, Gideon, Ally of Zendikar, Elspeth, Knight-Errant and Sorin, Lord of Innistrad.
In order to really control the board before you can drop a walker, I would drop the damage preventing spells, Rest for the Weary, and Noxious Revival in favor of Fatal Push, a Mana Leak or two, Snapcaster Mage, 1 copy of Murderous Cut and one copy of Tasigur, the Golden Fang.
In modern, The goal is to lock down by turn 4. By then, you need to either gain board state or recover quick. Waiting for your opponents to make a move usually results in them doing something you can't control. Best of luck!