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"},{"insert":"\n\t"},{"insert":{"card-link":"The Sibsig Ceremony"}},{"insert":" opens an interesting variant on mono black's zombie army playstyle. While Sibsig is on the field the pilot can quickly access powerful on-death triggers while making a horde of 2/2 zombie druids to pressure your opponents. "},{"insert":{"card-link":"Undead Augur"}},{"insert":" can easily keep your hand full at the cost of your life total, with various lifegain answers to keep you healthy.\n\n\tThis is a mid-range tempo which generates excessive pressure on your opponents while they exhaust their answers on an unending wave of zombies. All gas no brakes on the zombie train.\n\n\tProtecting both the Auger and the Sibsig Ceremony is paramount. Unfortunately, mono black lacks consistent access to counter magic or redirect effects so the pilot may need to simply power through multiple rounds of removal targeting either piece to keep the deck's engine on the field. Fortunately, the deck contains many ways to return the Undead Auger to the field via reanimate effects. Always carefully weigh the risks of leaving the Auger in the graveyard when facing graveyard exile effects or effects like "},{"insert":{"card-link":"Junktroller"}},{"insert":".\n\n\tAs with most mono black decks, your life total is a resource to be used, and carefully maintained as you approach zero. Keeping cards like "},{"insert":{"card-link":"Paradise Plume"}},{"insert":" on the field will help negate the Auger's self-drain, while threats like "},{"insert":{"card-link":"Gray Merchant of Asphodel"}},{"insert":" and "},{"insert":{"card-link":"Exsanguinate"}},{"insert":" can keep your engine "},{"attributes":{"strike":true},"insert":"alive "},{"insert":"undead and growing. Don't save those spells to kill opponents, use them to keep yourself out of danger. \n\n\t"},{"insert":{"card-link":"Propaganda"}},{"insert":" and similar effects are the biggest problem a pilot will face, since the deck's strongest win condition is attacking with multiple small creatures. Black lacks consistent enchantment destruction, so the pilot should save "},{"insert":{"card-link":"Feed the Swarm"}},{"insert":" and "},{"insert":{"card-link":"Withering Torment"}},{"insert":" for problematic enchantments. \n\n"}]}
Commander
Commander
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Artifact
Vat of Rebirth
Whenever another artifact or creature you control is put into a graveyard from the battlefield, put an oil counter on this artifact.
, , Remove four oil counters from this artifact: Return target creature card from your graveyard to the battlefield. Activate only as a sorcery.
, , Remove four oil counters from this artifact: Return target creature card from your graveyard to the battlefield. Activate only as a sorcery.
Artifact

Artifact
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Creature
Creature
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Enchantment
Enchantment
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Instant
Instant
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Sorcery
Sorcery
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Sideboard
Nowhere to Run
Flash
When this enchantment enters, target creature an opponent controls gets -3/-3 until end of turn.
Creatures your opponents control can be the targets of spells and abilities as though they didn't have hexproof. Ward abilities of those creatures don't trigger.
When this enchantment enters, target creature an opponent controls gets -3/-3 until end of turn.
Creatures your opponents control can be the targets of spells and abilities as though they didn't have hexproof. Ward abilities of those creatures don't trigger.
Enchantment

Oubliette
When this enchantment enters, target creature phases out until this enchantment leaves the battlefield. Tap that creature as it phases in this way. (Auras and Equipment phase out with it. While permanents are phased out, they're treated as though they don't exist.)
Enchantment

Sideboard
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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"},{"insert":"\n\t"},{"insert":{"card-link":"The Sibsig Ceremony"}},{"insert":" opens an interesting variant on mono black's zombie army playstyle. While Sibsig is on the field the pilot can quickly access powerful on-death triggers while making a horde of 2/2 zombie druids to pressure your opponents. "},{"insert":{"card-link":"Undead Augur"}},{"insert":" can easily keep your hand full at the cost of your life total, with various lifegain answers to keep you healthy.\n\n\tThis is a mid-range tempo which generates excessive pressure on your opponents while they exhaust their answers on an unending wave of zombies. All gas no brakes on the zombie train.\n\n\tProtecting both the Auger and the Sibsig Ceremony is paramount. Unfortunately, mono black lacks consistent access to counter magic or redirect effects so the pilot may need to simply power through multiple rounds of removal targeting either piece to keep the deck's engine on the field. Fortunately, the deck contains many ways to return the Undead Auger to the field via reanimate effects. Always carefully weigh the risks of leaving the Auger in the graveyard when facing graveyard exile effects or effects like "},{"insert":{"card-link":"Junktroller"}},{"insert":".\n\n\tAs with most mono black decks, your life total is a resource to be used, and carefully maintained as you approach zero. Keeping cards like "},{"insert":{"card-link":"Paradise Plume"}},{"insert":" on the field will help negate the Auger's self-drain, while threats like "},{"insert":{"card-link":"Gray Merchant of Asphodel"}},{"insert":" and "},{"insert":{"card-link":"Exsanguinate"}},{"insert":" can keep your engine "},{"attributes":{"strike":true},"insert":"alive "},{"insert":"undead and growing. Don't save those spells to kill opponents, use them to keep yourself out of danger. \n\n\t"},{"insert":{"card-link":"Propaganda"}},{"insert":" and similar effects are the biggest problem a pilot will face, since the deck's strongest win condition is attacking with multiple small creatures. Black lacks consistent enchantment destruction, so the pilot should save "},{"insert":{"card-link":"Feed the Swarm"}},{"insert":" and "},{"insert":{"card-link":"Withering Torment"}},{"insert":" for problematic enchantments. \n\n"}]}













































