RebelsMTG.com
108 views8 days ago
Commander
Size: 55Salt sum: 26.13
Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.
{"ops":[{"insert":"Visit "},{"attributes":{"link":"https://rebelsmtg.com/"},"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.\n"},{"attributes":{"bold":true},"insert":"Players start at 25 life, and commander damage is still 21."},{"insert":"\nLibraries are built from only 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 slots for Command Zone Cards: one rare slot and one nonrare slot.\nThe rare slot can be any rarity. 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.\n"},{"attributes":{"bold":true},"insert":"Only one of your Command Zone Cards can be chosen as your Commander."},{"insert":"\nYour Commander and your other Command Zone Cards can still be played from the command zone, return to the command zone, and have a commander tax.\nYour \"commander's color identity\" is the combined color identity of all of your 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.\n"},{"attributes":{"bold":true},"insert":"This deck is setup for Fast Sideboarding, meaning the deck is missing 5 cards, and the sideboard has 5 cards too many."},{"insert":"\nAfter Commanders are revealed, add 5 cards from your sideboard to your library.\n\n"},{"attributes":{"bold":true},"insert":"Additional Rules"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Some of these decks use either the Special Actions, Partners, Outlanders, or Signature Cards rules. Some decks will list such a rule below this, and you can check the website for more information.\n=============================================================="},{"attributes":{"align":"justify"},"insert":"\n"},{"insert":"\nPRIMER\n\n\tAh, the "},{"insert":{"card-link":"Mendicant Core, Guidelight"}},{"insert":" . It wants to get home, and it's got a plan to follow. Unfortunately for your opponents, that plan centers on zeroing out their life totals with extreme violence. It comes paired with the "},{"insert":{"card-link":"Voyage Home"}},{"insert":" to keep your hand refilled and your life topped off. Don't forget that affinity can also reduce commander tax! \n\n\tThis deck wins in one of two ways.\n\n\tPilots can win by filling your battlefield with artifacts, which boosts your commander's power, and attacking. Make it unblockable with "},{"insert":{"card-link":"Whispersilk Cloak"}},{"insert":" , or vigilant with "},{"insert":{"card-link":"Steel of the Godhead"}},{"insert":" or "},{"insert":{"card-link":"Lightwheel Enhancements"}},{"insert":". \n\n\tPilots who play slower (why play slow in a Start Your Engines! deck?) can instead rely on your commander's second ability, which lets them copy artifacts for one generic mana. Double up on an "},{"insert":{"card-link":"Myr Enforcer"}},{"insert":" for cheap, or save up for two copies of"},{"insert":{"card-link":"Cephalopod Sentry"}},{"insert":" to make a massive flying threat appear by surprise. A well-timed copy of "},{"insert":{"card-link":"Meteor Golem"}},{"insert":" or "},{"insert":{"card-link":"Annex Sentry"}},{"insert":" can wreck almost any board state, and you can even recur them with "},{"insert":{"card-link":"Crystal Shard"}},{"insert":"! Once your opponent's battlefields are in shambles, swing in with huge flyers for the win.\n\n\tThis deck's weakness is early aggression or being outstripped by faster \"big creatures matter\" decks. So use your removal and counters judiciously to cut out larger threats. Smart pilots will sideboard in a copy of "},{"insert":{"card-link":"Propaganda"}},{"insert":" when facing that threat.\n\t\n"}]}
Commander
Mendicant Core, Guidelight
Mendicant Core's power is equal to the number of artifacts you control.
Start your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.)
Max speed — Whenever you cast an artifact spell, you may pay . If you do, copy it. (The copy becomes a token.)
Start your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.)
Max speed — Whenever you cast an artifact spell, you may pay . If you do, copy it. (The copy becomes a token.)
Legendary Creature Artifact - Robot

Commander
(CTRL to add secondary)
Artifact
Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Artifact
(CTRL to add secondary)
Creature
Leonin Surveyor
Start your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.)
During your turn, this creature has first strike.
Max speed — , Exile this card from your graveyard: Draw a card.
During your turn, this creature has first strike.
Max speed — , Exile this card from your graveyard: Draw a card.
Creature - Scout Cat

Pride of the Road
Vigilance
Start your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.)
Max speed — At the beginning of combat on your turn, target creature or Vehicle you control gains double strike until end of turn.
Start your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.)
Max speed — At the beginning of combat on your turn, target creature or Vehicle you control gains double strike until end of turn.
Creature - Warrior Cat Zombie

Valkyrie Aerial Unit
Affinity for artifacts (This spell costs less to cast for each artifact you control.)
Flying
When this creature enters, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Flying
When this creature enters, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Creature Artifact - Construct

Creature
(CTRL to add secondary)
Enchantment
Lightwheel Enhancements
Enchant creature or Vehicle
Start your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.)
Enchanted permanent gets +1/+1 and has vigilance.
Max speed — You may cast this card from your graveyard.
Start your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.)
Enchanted permanent gets +1/+1 and has vigilance.
Max speed — You may cast this card from your graveyard.
Enchantment - Aura

Enchantment
(CTRL to add secondary)
Instant
Instant
(CTRL to add secondary)
Land
Land
(CTRL to add secondary)
Sideboard
Ethersworn Sphinx
Affinity for artifacts (This spell costs less to cast for each artifact you control.)
Flying
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card with lesser mana value. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Flying
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card with lesser mana value. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Creature Artifact - Sphinx

Reality Heist
Affinity for artifacts (This spell costs less to cast for each artifact you control.)
Look at the top seven cards of your library. You may reveal up to two artifact cards from among them and put them into your hand. Put the rest on the bottom of your library in a random order.
Look at the top seven cards of your library. You may reveal up to two artifact cards from among them and put them into your hand. Put the rest on the bottom of your library in a random order.
Instant

Steel of the Godhead
Enchant creature
As long as enchanted creature is white, it gets +1/+1 and has lifelink. (Damage dealt by the creature also causes its controller to gain that much life.)
As long as enchanted creature is blue, it gets +1/+1 and can't be blocked.
As long as enchanted creature is white, it gets +1/+1 and has lifelink. (Damage dealt by the creature also causes its controller to gain that much life.)
As long as enchanted creature is blue, it gets +1/+1 and can't be blocked.
Enchantment - Aura

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/"},"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.\n"},{"attributes":{"bold":true},"insert":"Players start at 25 life, and commander damage is still 21."},{"insert":"\nLibraries are built from only 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 slots for Command Zone Cards: one rare slot and one nonrare slot.\nThe rare slot can be any rarity. 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.\n"},{"attributes":{"bold":true},"insert":"Only one of your Command Zone Cards can be chosen as your Commander."},{"insert":"\nYour Commander and your other Command Zone Cards can still be played from the command zone, return to the command zone, and have a commander tax.\nYour \"commander's color identity\" is the combined color identity of all of your 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.\n"},{"attributes":{"bold":true},"insert":"This deck is setup for Fast Sideboarding, meaning the deck is missing 5 cards, and the sideboard has 5 cards too many."},{"insert":"\nAfter Commanders are revealed, add 5 cards from your sideboard to your library.\n\n"},{"attributes":{"bold":true},"insert":"Additional Rules"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Some of these decks use either the Special Actions, Partners, Outlanders, or Signature Cards rules. Some decks will list such a rule below this, and you can check the website for more information.\n=============================================================="},{"attributes":{"align":"justify"},"insert":"\n"},{"insert":"\nPRIMER\n\n\tAh, the "},{"insert":{"card-link":"Mendicant Core, Guidelight"}},{"insert":" . It wants to get home, and it's got a plan to follow. Unfortunately for your opponents, that plan centers on zeroing out their life totals with extreme violence. It comes paired with the "},{"insert":{"card-link":"Voyage Home"}},{"insert":" to keep your hand refilled and your life topped off. Don't forget that affinity can also reduce commander tax! \n\n\tThis deck wins in one of two ways.\n\n\tPilots can win by filling your battlefield with artifacts, which boosts your commander's power, and attacking. Make it unblockable with "},{"insert":{"card-link":"Whispersilk Cloak"}},{"insert":" , or vigilant with "},{"insert":{"card-link":"Steel of the Godhead"}},{"insert":" or "},{"insert":{"card-link":"Lightwheel Enhancements"}},{"insert":". \n\n\tPilots who play slower (why play slow in a Start Your Engines! deck?) can instead rely on your commander's second ability, which lets them copy artifacts for one generic mana. Double up on an "},{"insert":{"card-link":"Myr Enforcer"}},{"insert":" for cheap, or save up for two copies of"},{"insert":{"card-link":"Cephalopod Sentry"}},{"insert":" to make a massive flying threat appear by surprise. A well-timed copy of "},{"insert":{"card-link":"Meteor Golem"}},{"insert":" or "},{"insert":{"card-link":"Annex Sentry"}},{"insert":" can wreck almost any board state, and you can even recur them with "},{"insert":{"card-link":"Crystal Shard"}},{"insert":"! Once your opponent's battlefields are in shambles, swing in with huge flyers for the win.\n\n\tThis deck's weakness is early aggression or being outstripped by faster \"big creatures matter\" decks. So use your removal and counters judiciously to cut out larger threats. Smart pilots will sideboard in a copy of "},{"insert":{"card-link":"Propaganda"}},{"insert":" when facing that threat.\n\t\n"}]}












































