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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|Commander / EDH||Legal|
Rest for the Weary Discussion
2 weeks ago
Very cool deck. I would consider one or two Winds of Abandon as late game insurance (example: sliver decks) but it's not immediately clear what it would replace, possibly an Isochron. I would also consider replacing two Path to Exile with two Spirit Links, Spirit Link is 80% as effective at nullifying creatures, doesn't ramp opponent mana, and opens up your life gain possibilities immensely against decks with few creatures where path could be a dead draw (spirit link stacks with lifelink). I realize that path can give you the mana needed for Rest for the Weary but I would argue the trade-off is worth it. Regardless I do like this concept, bravo.
5 months ago
Serra Ascendant , Rest for the Weary , Martyr of Sands , Beacon of Immortality , Words of Worship . if your willing to add green Heroes' Reunion , Kitchen Finks , and Armadillo Cloak . if you include higher power creatures you could include Feed the Clan . Baneslayer Angel , Divinity of Pride .
I am not saying you should add all of these, and they are all just options.
5 months ago
Since none of your creatures are mono-black, I think Brave the Elements is better than Emerge Unscathed , namely because it will allow for lethal swings, punishing blocks, and shuts down all creature targeting spells for the rest of the turn.
Rest for the Weary would help justify Orzhov Basilica, but really I'd suggest just not using bounce lands except in particular circumstances.
I suggest incorporating some more utility spells - some sort of removal - Cast Down seems popular at the moment, or even just a versatile classic like Oblivion Ring would do the trick. Some sort of draw card is typically very useful. There are lots of options with black, but I think Sign in Blood is among the best.
5 months ago
Cut this down to 60 total spells. You can move some of those cut cards into your sideboard.
Add at least 2 more lands, if not 4-6. The higher your AVG CMC, the more lands you'll need. Regarding lands, I know they're expensive - but the better the lands, the better the deck will run. If you're not already aware, All the lands in a sorted list is an amazing resource. A couple utility lands to consider: Ghost Quarter / Field of Ruin , Scavenger Grounds .
Swap out Druid of the Cowl for Elvish Mystic / Joraga Treespeaker . Fertile Ground / Utopia Sprawl would fit, too. Arbor Elf might be ok, but you'd have to mind your Forests. Like with land, the higher the AVG CMC, the more ramp you want. 12 ramp spells wouldn't be too many.
I'm not so sold on Goldenglow Moth, even though I am a fan. I think you'll get as much or more mileage out of good old fashioned Fog / Holy Day or even Order of the Stars . If it's lifegain you're after, Rest for the Weary . If you're trying to deal with flying creatures, then Deadly Recluse , or sideboard Plummet , or even Lingering Souls .
5 months ago
My friend made a weird version of this deck using Alms Beast . My suggestion (Which is what my friend did) is to use 4 Wall of Shards , 4 Devour Flesh in the main board. The other enchantments in the deck cost too much mana for modern and don't have enough pay off. In addition, you have enough life gain in the deck that you probably only need the 4 Wall of Shards and 4 Alms Beast . Your other creatures are too easy to kill with Fatal Push , Electrolyze , Lightning Bolt etc. Also, you probably want to change your land base to more fetches and only one or two copy of each shock land that works and a single copy of each basic. Finally, Beacon of Immortality makes a player instantly lose and should be included in the deck for a last resort. And you defiantly need draw. You'll run out of cards really fast and also need to dig for Tainted Remedy , so I suggest Harmonize
Overall, here is what I would recommend
6 months 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 .
7 months 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
7 months 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.