RebelsMTG.com
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Commander
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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"},{"attributes":{"bold":true},"insert":"Primer"},{"attributes":{"align":"justify","header":2},"insert":"\n"},{"attributes":{"align":"justify"},"insert":"\n"},{"insert":"\t"},{"attributes":{"italic":true},"insert":"Surely you can open the gates for this nice lady and her giant wooden horse. What's the worst that could happen?"},{"attributes":{"align":"justify"},"insert":"\n\n"},{"insert":"\tThis aggressive midrange deck centered around using the landfall triggers of "},{"insert":{"card-link":"Rydia, Summoner of Mist"}},{"insert":" to put sagas into the graveyard, and then reanimating them multiple times. "},{"insert":{"card-link":"Smuggler's Surprise"}},{"insert":" can flexibly serve multiple roles. Its first mode can be a method to fill your graveyard early game, or its third mode can protect your large creatures mid-to-late game. "},{"attributes":{"align":"justify"},"insert":"\n\n"},{"insert":"\tThere are two tricks in this deck to manipulate sagas to keep the finality counters that Rydia places manageable. "},{"insert":{"card-link":"Power Conduit"}},{"insert":" and "},{"insert":{"card-link":"Ferropede"}},{"insert":" can remove "},{"attributes":{"underline":true},"insert":"any"},{"insert":" counter, which can be a finality counter or a saga's innate lore counters to repeat saga effects. "},{"attributes":{"align":"justify"},"insert":"\n\n"},{"insert":"\tWhen the opportunity presents itself, the second mode for "},{"insert":{"card-link":"Smuggler's Surprise"}},{"insert":" can also be used to bring in creatures with huge effects ("},{"insert":{"card-link":"Pelakka Wurm"}},{"insert":","},{"insert":{"card-link":"Skyline Despot"}},{"insert":", or "},{"insert":{"card-link":"Savage Ventmaw"}},{"insert":"). This also means leaving six or seven mana up can threaten multiple lines of instant speed response. "},{"insert":{"card-link":"Collector's Vault"}},{"insert":", "},{"insert":{"card-link":"Manifold Key"}},{"insert":", and "},{"insert":{"card-link":"Basalt Monolith"}},{"insert":" can act as mana sinks for when you want to buff having a big spell or change your plans."},{"attributes":{"align":"justify"},"insert":"\n\n"},{"insert":"You can use of the "},{"attributes":{"bold":true},"insert":"Ready a Commander"},{"insert":" Special Action to move "},{"insert":{"card-link":"Smuggler's Surprise"}},{"insert":" to your hand by paying its commander tax plus 1 (increasing future tax by 2). This lets you threaten its use even after you've already played it from the command zone once."},{"attributes":{"align":"justify"},"insert":"\n\n"},{"insert":"\tLastly, keeping a hand full in Gruul is difficult. Don't be afraid to keep the excess land in hand from "},{"insert":{"card-link":"Cultivate"}},{"insert":" or "},{"insert":{"card-link":"Kodama's Reach"}},{"insert":" to discard for Rydia's landfall effect. "},{"insert":{"card-link":"Zhur-Taa Druid"}},{"insert":" combos with "},{"insert":{"card-link":"Keen Sense"}},{"insert":" to draw an extra card every time you tap it, which can be untapped with the effects of "},{"insert":{"card-link":"Scryb Ranger"}},{"insert":" or"},{"insert":{"card-link":"Quirion Ranger"}},{"insert":" to get multiple card draws in a turn!"},{"attributes":{"align":"justify"},"insert":"\n\n"},{"insert":"\tStart by sideboarding out parts of the big mana package ("},{"insert":{"card-link":"Pelakka Wurm"}},{"insert":", "},{"insert":{"card-link":"Skyline Despot"}},{"insert":", "},{"insert":{"card-link":"Savage Ventmaw"}},{"insert":", "},{"insert":{"card-link":"Flames of the Raze-Boar"}},{"insert":", and/or "},{"insert":{"card-link":"Basalt Monolith"}},{"insert":") when you need to bring in your sideboard cards. Sideboard in "},{"insert":{"card-link":"Hunting Pack"}},{"insert":" if you think the opportunity might present itself."},{"attributes":{"align":"justify"},"insert":"\n"},{"insert":"\n"}]}
Commander
Rydia, Summoner of Mist
Landfall — Whenever a land you control enters, you may discard a card. If you do, draw a card.
Summon — , : Return target Saga card with mana value X from your graveyard to the battlefield with a finality counter on it. It gains haste until end of turn. Activate only as a sorcery.
Summon — , : Return target Saga card with mana value X from your graveyard to the battlefield with a finality counter on it. It gains haste until end of turn. Activate only as a sorcery.
Legendary Creature - Human Shaman

Smuggler's Surprise
Spree (Choose one or more additional costs.)
+ — Mill four cards. You may put up to two creature and/or land cards from among the milled cards into your hand.
+ — You may put up to two creature cards from your hand onto the battlefield.
+ — Creatures you control with power 4 or greater gain hexproof and indestructible until end of turn.
+ — Mill four cards. You may put up to two creature and/or land cards from among the milled cards into your hand.
+ — You may put up to two creature cards from your hand onto the battlefield.
+ — Creatures you control with power 4 or greater gain hexproof and indestructible until end of turn.
Instant

Commander
(CTRL to add secondary)
Artifact
Artifact
(CTRL to add secondary)
Creature
Summon: Fenrir
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Crescent Fang — Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
II — Heavenward Howl — When you next cast a creature spell this turn, that creature enters with an additional +1/+1 counter on it.
III — Ecliptic Growl — Draw a card if you control the creature with the greatest power or tied for the greatest power.
I — Crescent Fang — Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
II — Heavenward Howl — When you next cast a creature spell this turn, that creature enters with an additional +1/+1 counter on it.
III — Ecliptic Growl — Draw a card if you control the creature with the greatest power or tied for the greatest power.
Creature Enchantment - Saga Wolf

Creature
(CTRL to add secondary)
Enchantment
Boseiju Reaches Skyward
(As this Saga enters and after your draw step, add a lore counter.)
I — Search your library for up to two basic Forest cards, reveal them, put them into your hand, then shuffle.
II — Put up to one target land card from your graveyard on top of your library.
III — Exile this Saga, then return it to the battlefield transformed under your control.
I — Search your library for up to two basic Forest cards, reveal them, put them into your hand, then shuffle.
II — Put up to one target land card from your graveyard on top of your library.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Enchantment - Saga


Druid Class
(Gain the next level as a sorcery to add its ability.)
Landfall — Whenever a land you control enters, you gain 1 life.
: Level 2
You may play an additional land on each of your turns.
: Level 3
When this Class becomes level 3, target land you control becomes a creature with haste and "This creature's power and toughness are each equal to the number of lands you control." It's still a land.
Landfall — Whenever a land you control enters, you gain 1 life.
: Level 2
You may play an additional land on each of your turns.
: Level 3
When this Class becomes level 3, target land you control becomes a creature with haste and "This creature's power and toughness are each equal to the number of lands you control." It's still a land.
Enchantment - Class

Korvold and the Noble Thief
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
III — Exile the top three cards of target opponent's library. You may play those cards this turn.
I, II — Create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
III — Exile the top three cards of target opponent's library. You may play those cards this turn.
Enchantment - Saga

Leaves from the Vine
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Mill three cards, then create a Food token. (It's an artifact with ", , Sacrifice this token: You gain 3 life.")
II — Put a +1/+1 counter on each of up to two target creatures you control.
III — Draw a card if there's a creature or Lesson card in your graveyard.
I — Mill three cards, then create a Food token. (It's an artifact with ", , Sacrifice this token: You gain 3 life.")
II — Put a +1/+1 counter on each of up to two target creatures you control.
III — Draw a card if there's a creature or Lesson card in your graveyard.
Enchantment - Saga

Origin of the Hulk
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Create a 1/1 green and white Citizen creature token.
II — Put two +1/+1 counters on target creature you control.
III — Target creature you control gets +3/+3 and gains trample until end of turn.
I — Create a 1/1 green and white Citizen creature token.
II — Put two +1/+1 counters on target creature you control.
III — Target creature you control gets +3/+3 and gains trample until end of turn.
Enchantment - Saga

Origin of Thor
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — You may discard a card. If you do, draw two cards.
II — Whenever you cast a spell this turn, put a +1/+1 counter on target creature you control.
III — Target creature you control deals damage equal to its power to each opponent.
I — You may discard a card. If you do, draw two cards.
II — Whenever you cast a spell this turn, put a +1/+1 counter on target creature you control.
III — Target creature you control deals damage equal to its power to each opponent.
Enchantment - Saga

Song of Freyalise
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Until your next turn, creatures you control gain ": Add one mana of any color."
III — Put a +1/+1 counter on each creature you control. Those creatures gain vigilance, trample, and indestructible until end of turn.
I, II — Until your next turn, creatures you control gain ": Add one mana of any color."
III — Put a +1/+1 counter on each creature you control. Those creatures gain vigilance, trample, and indestructible until end of turn.
Enchantment - Saga

The Aesir Escape Valhalla
(As this Saga enters and after your draw step, add a lore counter.)
I — Exile a permanent card from your graveyard. You gain life equal to its mana value.
II — Put a number of +1/+1 counters on target creature you control equal to the mana value of the exiled card.
III — Return this Saga and the exiled card to their owner's hand.
I — Exile a permanent card from your graveyard. You gain life equal to its mana value.
II — Put a number of +1/+1 counters on target creature you control equal to the mana value of the exiled card.
III — Return this Saga and the exiled card to their owner's hand.
Enchantment - Saga

Enchantment
(CTRL to add secondary)
Instant
Instant
(CTRL to add secondary)
Land
Land
(CTRL to add secondary)
Sorcery
Sorcery
(CTRL to add secondary)
Sideboard
Sideboard
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
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"},{"attributes":{"bold":true},"insert":"Primer"},{"attributes":{"align":"justify","header":2},"insert":"\n"},{"attributes":{"align":"justify"},"insert":"\n"},{"insert":"\t"},{"attributes":{"italic":true},"insert":"Surely you can open the gates for this nice lady and her giant wooden horse. What's the worst that could happen?"},{"attributes":{"align":"justify"},"insert":"\n\n"},{"insert":"\tThis aggressive midrange deck centered around using the landfall triggers of "},{"insert":{"card-link":"Rydia, Summoner of Mist"}},{"insert":" to put sagas into the graveyard, and then reanimating them multiple times. "},{"insert":{"card-link":"Smuggler's Surprise"}},{"insert":" can flexibly serve multiple roles. Its first mode can be a method to fill your graveyard early game, or its third mode can protect your large creatures mid-to-late game. "},{"attributes":{"align":"justify"},"insert":"\n\n"},{"insert":"\tThere are two tricks in this deck to manipulate sagas to keep the finality counters that Rydia places manageable. "},{"insert":{"card-link":"Power Conduit"}},{"insert":" and "},{"insert":{"card-link":"Ferropede"}},{"insert":" can remove "},{"attributes":{"underline":true},"insert":"any"},{"insert":" counter, which can be a finality counter or a saga's innate lore counters to repeat saga effects. "},{"attributes":{"align":"justify"},"insert":"\n\n"},{"insert":"\tWhen the opportunity presents itself, the second mode for "},{"insert":{"card-link":"Smuggler's Surprise"}},{"insert":" can also be used to bring in creatures with huge effects ("},{"insert":{"card-link":"Pelakka Wurm"}},{"insert":","},{"insert":{"card-link":"Skyline Despot"}},{"insert":", or "},{"insert":{"card-link":"Savage Ventmaw"}},{"insert":"). This also means leaving six or seven mana up can threaten multiple lines of instant speed response. "},{"insert":{"card-link":"Collector's Vault"}},{"insert":", "},{"insert":{"card-link":"Manifold Key"}},{"insert":", and "},{"insert":{"card-link":"Basalt Monolith"}},{"insert":" can act as mana sinks for when you want to buff having a big spell or change your plans."},{"attributes":{"align":"justify"},"insert":"\n\n"},{"insert":"You can use of the "},{"attributes":{"bold":true},"insert":"Ready a Commander"},{"insert":" Special Action to move "},{"insert":{"card-link":"Smuggler's Surprise"}},{"insert":" to your hand by paying its commander tax plus 1 (increasing future tax by 2). This lets you threaten its use even after you've already played it from the command zone once."},{"attributes":{"align":"justify"},"insert":"\n\n"},{"insert":"\tLastly, keeping a hand full in Gruul is difficult. Don't be afraid to keep the excess land in hand from "},{"insert":{"card-link":"Cultivate"}},{"insert":" or "},{"insert":{"card-link":"Kodama's Reach"}},{"insert":" to discard for Rydia's landfall effect. "},{"insert":{"card-link":"Zhur-Taa Druid"}},{"insert":" combos with "},{"insert":{"card-link":"Keen Sense"}},{"insert":" to draw an extra card every time you tap it, which can be untapped with the effects of "},{"insert":{"card-link":"Scryb Ranger"}},{"insert":" or"},{"insert":{"card-link":"Quirion Ranger"}},{"insert":" to get multiple card draws in a turn!"},{"attributes":{"align":"justify"},"insert":"\n\n"},{"insert":"\tStart by sideboarding out parts of the big mana package ("},{"insert":{"card-link":"Pelakka Wurm"}},{"insert":", "},{"insert":{"card-link":"Skyline Despot"}},{"insert":", "},{"insert":{"card-link":"Savage Ventmaw"}},{"insert":", "},{"insert":{"card-link":"Flames of the Raze-Boar"}},{"insert":", and/or "},{"insert":{"card-link":"Basalt Monolith"}},{"insert":") when you need to bring in your sideboard cards. Sideboard in "},{"insert":{"card-link":"Hunting Pack"}},{"insert":" if you think the opportunity might present itself."},{"attributes":{"align":"justify"},"insert":"\n"},{"insert":"\n"}]}









































