Playing a disruption spell (Terror, Duress, Counterspell, ect.) can save you eight life for the same amount of mana. Playing a disruption spell could also help you force your own creatures through, and thus help you win the game. Playing a disruption spell would help deal with creatures that have a non-damage-related ability (Leonin Arbiter, as one example), whereas Rest for the Weary won't.
Why not play a card that interacts with the opponet, rather than passively padding your life total? Barring interactions with cards such as False Cure or Test of Endurance, there is no advantage to playing a disruption spell over a card that only gains more life, as the former cards are much more versatile and reliable.
Posted By:
scumbling1
(5/17/2011 6:06:04 PM)
This seems like quite decent life gain. I'm not quite sure why you would need to play this at instant speed, so it's basically 8 life for 2 mana. It's better than Sunspring Expedition in most cases.
That said, life gain is normally not a very potent effect since it only increases your turn clock without actually altering board position.
Posted By:
Vinifera7
(7/2/2010 11:51:11 AM)
I love countering this.
"I play Rest For The Weary."
"I'm sorry. There's No Rest For The Weary."
Posted By:
MasterOfBearLore
(8/23/2011 6:45:46 AM)
Bought my opponent a lot of time and eventually the game at prerelease.
Posted By:
Wraique
(1/30/2010 4:38:40 AM)
To say that this card does nothing is crazy. 8 Life for only 2CC is nothing to scoff at, and basically neutralizes the first couple of turns worth of damage you may or may not have received.
In limited format, this card is amazing. It keeps you alive for an extra turn or two, which can make all the diference when you're up against a Vampire Deck that is hammering you with the likes of the Vampire Lacerator or the Guul Draz Vampire.
The card also has a ton of synergy with landfall decks, and its instant speed allows it to take advantage of sacrifice cards like Terramorphic Expanse.
As a final bonus, it can obviously be used to save damage leveled at a Planeswalker.
4/5
Posted By:
Gaussgoat
(2/10/2010 6:52:27 AM)
so marjinara you think that gaining a potential 16 life on turn four is bad!?!?!?
Posted By:
greenandblack
(3/24/2010 7:09:37 PM)
8 life on turn 2? Uhh, YEAH.
Posted By:
DonRoyale
(1/29/2010 2:15:36 PM)
Majinara has a point (and certainly doesn't deserve to be insulted), but I don't quite take it as far as he does. Card slot for single-digit lifegain is not normally a trade I like to make, but this could be viable in a deck where lifegain is the overall strategy (add Survival Cache and--I'll get voted down for this--Angel's Feather to the mix as well). Phyrexian mana makes the deal even better. 3/5 in a deck where it's part of the overall strategy.
Posted By:
Paleopaladin
(7/27/2011 3:15:26 PM)
This card is good for life-gain deck and only for life-gain deck.
I agree w/ cheza except for life-gain deck.
Posted By:
LegendKnight
(2/13/2011 2:50:07 AM)
This is still not too great a card, but 8 life for 2 mana is approaching a respectful amount. 8 life is a lot. Is it worth a card and the mana? Not particularly, but it's getting there. 3/5.
Posted By:
SleetFox
(5/19/2011 12:44:22 AM)