JoshuaEllis
226 views51 days ago
Commander
Size: 55Salt sum: 20.14
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{"ops":[{"insert":"Visit "},{"attributes":{"link":"https://rebelsmtg.com/?ref=archidekt"},"insert":"RebelsMTG.com"},{"insert":" to learn more about the format.\n\n"},{"attributes":{"bold":true},"insert":"Rebels Format Overview"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Rebels uses 60+ card singleton decks.\nPlayers start at 25 life, and commander damage still counts at 21.\nLibraries are built only from commons, uncommons, and basic lands.\nCards banned in Commander, Game Changers, and Sol Ring are also banned in Rebels.\n\n"},{"attributes":{"bold":true},"insert":"Command Zone"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Each deck has two Command Zone Cards: one rare slot and one nonrare slot.\nThe rare slot can be any rarity, and the nonrare slot must be a common or uncommon.\nAt least one of your Command Zone Cards must interact with combat, such as a creature, vehicle, spacecraft, or planeswalker.\nOnly one of these cards can be chosen as your Commander for Commander Damage and game effects.\nCommand Zone Cards which are not your Commander can still be played from the command zone, return to the command zone, and have a commander tax.\nYour color identity combines both Command Zone Cards.\n\n"},{"attributes":{"bold":true},"insert":"Sideboarding "},{"attributes":{"header":3},"insert":"\n"},{"insert":"You may have a sideboard of up to 10 commons, uncommons, or basic lands.\nBefore each game, reveal your Command Zone Cards and then sideboard up to 5 cards.\nSome decks have a 15 card "},{"attributes":{"bold":true},"insert":"fast sideboard"},{"insert":", meaning the decks needs 5 more cards from its sideboard in its library.\nAt the start of the game, reveal your Command Zone Cards and then move 5 cards from your sideboard to your library.\n\n"},{"attributes":{"bold":true},"insert":"Special Actions"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Rebels add extra Special Actions which can be taken at sorcery speed.\nSee the website for details.\nThese actions let you move your Commander between zones under certain conditions. They also let you play lands from the command zone.\n\n"},{"attributes":{"bold":true},"insert":"Why Play Rebels"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Rebels is fast to build, fast to play, and cheaper than traditional Commander."},{"attributes":{"align":"justify"},"insert":"\n"},{"insert":"It keeps the creativity and politics of EDH while focusing on quick, balanced, and expressive gameplay."},{"attributes":{"align":"justify"},"insert":"\n"},{"insert":"\n"}]}
Commander
Dawnhand Dissident
, Blight 1: Surveil 1.
, Blight 2: Exile target card from a graveyard.
During your turn, you may cast creature spells from among cards you own exiled with this creature by removing three counters from among creatures you control in addition to paying their other costs.
, Blight 2: Exile target card from a graveyard.
During your turn, you may cast creature spells from among cards you own exiled with this creature by removing three counters from among creatures you control in addition to paying their other costs.
Creature - Elf Warlock

Commander
(CTRL to add secondary)
Artifact
Artifact
(CTRL to add secondary)
Creature
Pyreheart Wolf
Whenever this creature attacks, creatures you control gain menace until end of turn. (They can't be blocked except by two or more creatures.)
Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)
Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)
Creature - Wolf

Syr Konrad, the Grim
Whenever another creature dies, or a creature card is put into a graveyard from anywhere other than the battlefield, or a creature card leaves your graveyard, Syr Konrad deals 1 damage to each opponent.
: Each player mills a card. (They each put the top card of their library into their graveyard.)
: Each player mills a card. (They each put the top card of their library into their graveyard.)
Legendary Creature - Human Knight

Creature
(CTRL to add secondary)
Enchantment
Enchantment
(CTRL to add secondary)
Instant
Instant
(CTRL to add secondary)
Land
Path of Ancestry
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Land

Land
(CTRL to add secondary)
Sideboard
Sideboard
(CTRL to add secondary)
Maybeboard
Maybeboard
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"Visit "},{"attributes":{"link":"https://rebelsmtg.com/?ref=archidekt"},"insert":"RebelsMTG.com"},{"insert":" to learn more about the format.\n\n"},{"attributes":{"bold":true},"insert":"Rebels Format Overview"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Rebels uses 60+ card singleton decks.\nPlayers start at 25 life, and commander damage still counts at 21.\nLibraries are built only from commons, uncommons, and basic lands.\nCards banned in Commander, Game Changers, and Sol Ring are also banned in Rebels.\n\n"},{"attributes":{"bold":true},"insert":"Command Zone"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Each deck has two Command Zone Cards: one rare slot and one nonrare slot.\nThe rare slot can be any rarity, and the nonrare slot must be a common or uncommon.\nAt least one of your Command Zone Cards must interact with combat, such as a creature, vehicle, spacecraft, or planeswalker.\nOnly one of these cards can be chosen as your Commander for Commander Damage and game effects.\nCommand Zone Cards which are not your Commander can still be played from the command zone, return to the command zone, and have a commander tax.\nYour color identity combines both Command Zone Cards.\n\n"},{"attributes":{"bold":true},"insert":"Sideboarding "},{"attributes":{"header":3},"insert":"\n"},{"insert":"You may have a sideboard of up to 10 commons, uncommons, or basic lands.\nBefore each game, reveal your Command Zone Cards and then sideboard up to 5 cards.\nSome decks have a 15 card "},{"attributes":{"bold":true},"insert":"fast sideboard"},{"insert":", meaning the decks needs 5 more cards from its sideboard in its library.\nAt the start of the game, reveal your Command Zone Cards and then move 5 cards from your sideboard to your library.\n\n"},{"attributes":{"bold":true},"insert":"Special Actions"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Rebels add extra Special Actions which can be taken at sorcery speed.\nSee the website for details.\nThese actions let you move your Commander between zones under certain conditions. They also let you play lands from the command zone.\n\n"},{"attributes":{"bold":true},"insert":"Why Play Rebels"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Rebels is fast to build, fast to play, and cheaper than traditional Commander."},{"attributes":{"align":"justify"},"insert":"\n"},{"insert":"It keeps the creativity and politics of EDH while focusing on quick, balanced, and expressive gameplay."},{"attributes":{"align":"justify"},"insert":"\n"},{"insert":"\n"}]}



























































