Rest for the Weary

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander 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.

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Rest for the Weary Discussion

MrSilk on Ultimate Orzhov Martyr Proc

5 days ago

magicthe

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!

MasterTaco on I'll heal you to death

1 week 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.

BrandonJamesCAC on I'll heal you to death

1 week ago

Blessed Alliance is better than

Rest for the Weary

You can escalate it and give them 4 life or untap your birds

HungryWampa on More Gain, More Pain

2 weeks ago

I think Life Goes On would be better here than Rest for the Weary. Or you could have a couple of both.

Snap157 on Stall Till Time is Called *Competitive*

1 month 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:

Pillow fort cards will not save you. If the opponent has a 7/7 Death's Shadow out, it's better to fix the problem with a Fatal Push than to stall with a Holy Day.

I like the inclusion of Thoughtseize, but I would add in 2 or 3 Inquisition of Kozilek in addition.

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!

Rogwan on

1 month ago

I think you need at least 2 more lands. Probably I would try some combinations of Flagstones of Trokair and Ghost Quarter: this allows you to target Flagstones with Quarter after tapping the first for mana, and basically fetch for two w/o losing mana nor life.

Intervention Pact, Awe Strike, Rest for the Weary are good choices, in my opinion, upon Sanguine Sacrament: they're cheaper and gain you some protection against creatures and/or damage spells that target you.

You also may consider to splash red for Deflecting Palm or Lightning Helix: in this case you can use a single Sacred Foundry and a mountain.

There's also the case you couldn't find Aetherflux Reservoir and need a "B" plan: Serra Ascendant would be a good choice, maybe replacing Marble Titan and one of the Rhoxes.

Legendxp on Life with Licia

1 month ago

You can only use cards that have other mana symbols printed on the card if they are in the reminder text. (Like Charmed Pendant).

Wow, I must be blind. I thought you had Wall of Glare and not Wall of Reverence in your deck already. Derp

I'd suggest some cards like Rest for the Weary, Chaplain's Blessing, and Whitesun's Passage to help with getting your commander out early.

Durkle on

2 months ago

Been working on a Teachings control list myself. I have a few thoughts on your list here, based on my own experiences. Since you're not as familiar with cards post-BFZ, allow me to introduce to you some of the great new things we can take advantage of.

Torrential Gearhulk: 5/6 with flash that flashes back a cryptic command for free? Yes please.

Cast Out: Instant speed answer to any problem permanent.

Supreme Will: Not life changing, but it's a Mana Leak when you need it and an Impulse when you don't.

Blessed Alliance: Great sideboard card, if not a 1-of in the main. Wrecks bogles, can help you stabilize against fast aggro.

Shambling Vent: Big advocate of playing one of these since this is a slow deck with a painful mana base and few ways to gain life. Only 1 though, since blue is so important.

Other than that, I have a few miscellaneous thoughts. One, I really hate Remand in this style of deck. Remand is a tempo card, more useful in a deck trying to stall out a few turns rather than try to deny your opponent resources entirely. Besides, returning things to your opponent's hand makes Esper Charm WAY worse on turn 3. Second, I think Opt is a trap. I haven't been impressed with the card at all. On paper it seems alright, but I much prefer playing a couple more Think Twice and some other stuff instead, especially since our turn 1 is a golden opportunity to play our manlands or fetch painlessly.

And to the comment above, NEVER underestimate the value of a 1-of sideboard. Think about the type of deck this is; you're not trying to change its identity or its overall game plan going into games 2 and 3, you just want to replace some lackluster cards in the matchup for better ones.

...With that said, 1 spell snare and 1 leyline both seem strange to me. Even Thoughtseize I think would be better suited as more duresses. Think about when you would want to bring those in. Most of the time, it'll be against a control mirror. Against a deck that plays creatures, you don't want thoughtseize anyway. You don't want to cost yourself any additional life when you can afford it. Duress is super good against something like UW control or Blue Moon or something. Dispel too, for that matter. It's a preference thing. If you like the thoughtseizes better, play those.

Leyline is kind of a trap too. What it does is really powerful if you can get it in your opening hand, but otherwise you're just diluting your deck. I think 1 is actually the right number if you want to play it, but against burn, things like Timely, Rest for the Weary, or Blessed Alliance in tandem with your disruption should get the job done. Also Mindbreak Trap is great since storm is so big right now.

Anyway, good luck my dude. Control players gotta stick together in these tough times

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