Rest for the Weary

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Worldwake (WWK) Common

Combos Browse all

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.

Rest for the Weary Discussion

FullmetalWes on Angel Overload

1 week ago

I don't understand why you would want Divine Visitation at all in this deck, that enchantment is meant to make weak tokens strong...but you only make angel tokens...so it does nothing for you except give your tokens vigilance. I built a deck around this concept seen here>Angelic Army if you want to check it out for ideas. Also I would take out Rest for the Weary for Blessed Alliance .

Shady78 on Vampire

1 month ago

Put in a bit more Land, you should be running 22-24 land depending on how much your CMC is. As SynergyBuild says, you should definitely be running 4x Godless Shrine. Also, in two color decks, you shouldn't be running lotus field. Run Vampire Nighthawk instead of your Bloodthirsty Aerialist . Also, run 6 swamps and 3 plains instead of 3 swamps and 6 plains. Maybe throw in a few more swamps while you're at it. In my opinion, I wouldn't run any plains, just more swamps. You should get more dual lands that don't have to be tapped on their first turn. Also, your cards have a very high mana cost so I would throw in a few Bontu's Monument Also, your creature cards should work well together, but your's don't seem to work while together. I would get rid of Call to the Feast and replace it with some creature cards that can summon vampires, such as Bloodline Keeper  Flip or Kalitas, Bloodchief of Ghet , but if you run them, only run 1-3 as they are expensive. I would run fewer Champions of dusk,as they are expensive and you don't have much lifegain. Also, run 1 less Bolas's Citadel and maybe run some more lifegain, like Drana's Emissary , Rest for the Weary or Chaplain's Blessing

wallisface on Monowhite lifegain

1 month ago

I think you have to make sure that your cards are giving you more value than just gaining life - as that in of itself will not win you the game.

I would drop Rest for the Weary because of this, it doesn’t help do anything except give you more life, and you should be gaining enough of that anyway. Same goes for Authority of the Consuls . It’s also worth questioning whether Awe Strike does enough when you could just remove that creature instead?

I think your land count is also quite low. 20 lands means you’re not hitting your 5th land until turn 8 on average, and not reaching your 6th land until (on average) turn 11. That’s a really long time, and your opponent will have likely overwhelmed you by this stage, if you haven’t won already.

legendofa on Get A Life

1 month ago

I suggest dropping at least a couple of the Reviving Dose s for Rest for the Weary . The other instants offer card draw, and your main resource here is your life total, which you want to raise fast to get the full benefits of your win conditions.

hungry000 on Elusive Mono-White

2 months ago

Here's a tip: don't put any value on that competitive meter. While the meter might give you some rough estimate of where your deck is at, it is generally very inaccurate (for example, people have made joke decks that play off-color lands/spells and have a 100% competitive rating while top-tier competitive decks may not reach 100% on the meter) and should definitely not be used as a criteria to base your card choices off of. And while it's true that Path is the premier white removal spell, it's not like excluding it will make your deck noticeably less competitive. In the end, your deck's capability to win games relies on its overall construction, not the presence of a single card, however good that card may be.

I think a life gain weenie deck like yours is better off with the sisters and Spectral Procession than Chalice of Life  Flip/ Path of Bravery / Rest for the Weary . The sisters are much better with Ajani's Pridemate than Martyr of Sands, which only triggers it once on sacrifice. Being that Pridemate and Serra Ascendant are your two most potent threats and the inclusion of the sisters will also help with activating Serra Ascendant, they are better for the overall plan of the deck than the Chalice and Path of Bravery. Spectral Procession is good with the soul sisters, makes great blockers, and is also a potent threat in itself. Tokens help a lot in the midrange/control matchups. I'd start testing with 6 soul sisters and 4 Spectral Procession and go from there.

The life gain from Perimeter Captain isn't as good as Giver of Runes ' protection, so I also recommend making that switch if you can afford it.

As for a replacement for Path, I'd suggest On Thin Ice , from Horizons. It's sorcery-speed but is the same cmc and doesn't give your opponent a land, which is a pretty big upside. It's the perfect budget replacement for Path imo. They're also reprinting Snow-Covered Plains and friends, so I believe it comes out at about $18 for the lands and On Thin Ices, quite a bit cheaper than 4 Paths.

kamarupa on Tainted Immortality (W/B Infinite Combo)

5 months ago

You might swap out Diabolic Tutor in favor of Mastermind's Acquisition .

I built a deck around life-burning opponents with Tainted Remedy . Spells like Congregate and Rest for the Weary are really fun. You might find something worth considering in my decklist: Listerine.

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