RebelsMTG.com
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Commander
Size: 60Salt sum: 16.19
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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":{"bold":true},"insert":"TODO: ADD PRIMER"},{"attributes":{"align":"justify"},"insert":"\n"}]}
Commander
Yidaro, Wandering Monster
Trample, haste
Cycling
When you cycle this card, shuffle it into your library from your graveyard. If you've cycled a card named Yidaro, Wandering Monster four or more times this game, put it onto the battlefield from your graveyard instead. (Do this before you draw.)
Cycling
When you cycle this card, shuffle it into your library from your graveyard. If you've cycled a card named Yidaro, Wandering Monster four or more times this game, put it onto the battlefield from your graveyard instead. (Do this before you draw.)
Legendary Creature - Dinosaur Turtle

Yidaro, Wandering Monster
Trample, haste
Cycling
When you cycle this card, shuffle it into your library from your graveyard. If you've cycled a card named Yidaro, Wandering Monster four or more times this game, put it onto the battlefield from your graveyard instead. (Do this before you draw.)
Cycling
When you cycle this card, shuffle it into your library from your graveyard. If you've cycled a card named Yidaro, Wandering Monster four or more times this game, put it onto the battlefield from your graveyard instead. (Do this before you draw.)
Legendary Creature - Dinosaur Turtle

Commander
(CTRL to add secondary)
Artifact
Artifact
(CTRL to add secondary)
Creature
Creature
(CTRL to add secondary)
Cycling
Cycling
(CTRL to add secondary)
Enchantment
Enchantment
(CTRL to add secondary)
Instant
Restoration Magic
Tiered (Choose one additional cost.)
• Cure — — Target permanent gains hexproof and indestructible until end of turn.
• Cura — — Target permanent gains hexproof and indestructible until end of turn. You gain 3 life.
• Curaga — — Permanents you control gain hexproof and indestructible until end of turn. You gain 6 life.
• Cure — — Target permanent gains hexproof and indestructible until end of turn.
• Cura — — Target permanent gains hexproof and indestructible until end of turn. You gain 3 life.
• Curaga — — Permanents you control gain hexproof and indestructible until end of turn. You gain 6 life.
Instant

Instant
(CTRL to add secondary)
Land
Land
(CTRL to add secondary)
Sideboard
Sideboard
(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"},{"attributes":{"bold":true},"insert":"Primer"},{"attributes":{"align":"justify","header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"TODO: ADD PRIMER"},{"attributes":{"align":"justify"},"insert":"\n"}]}



























































