354 views59 days ago
Commander
Size: 60Salt sum: 17.41
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RebelsMTG.com

354 views59 days ago
Commander
Size: 60Salt sum: 17.41

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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

Qty: 2 Price: $1.38
The Sibsig Ceremony
Creature spells you cast cost
less to cast.
Whenever a creature you control enters, if you cast it, destroy that creature, then create a 2/2 black Zombie Druid creature token.
Legendary Enchantment
The Sibsig Ceremony (tdm) 91
Undead Augur
Whenever this creature or another Zombie you control dies, you draw a card and lose 1 life.
Creature - Wizard Zombie
Undead Augur (drc) 100

Commander

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Artifact

Qty: 4 Price: $10.22
Bontu's Monument
Black creature spells you cast cost
less to cast.
Whenever you cast a creature spell, each opponent loses 1 life and you gain 1 life.
Legendary Artifact
Bontu's Monument (drc) 124
Paradise Plume
As this artifact enters, choose a color.
Whenever a player casts a spell of the chosen color, you may gain 1 life.
: Add one mana of the chosen color.
Artifact
Paradise Plume (c21) 255
Patchwork Banner
As this artifact enters, choose a creature type.
Creatures you control of the chosen type get +1/+1.
: Add one mana of any color.
Artifact
Patchwork Banner (msc) 207
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.
Artifact
Vat of Rebirth (one) 113

Artifact

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Creature

Qty: 14 Price: $9.96
Butcher Ghoul
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 - Zombie
Butcher Ghoul (inr) 99
Circuit Mender
When this creature enters, you gain 2 life.
When this creature leaves the battlefield, draw a card.
Creature Artifact - Insect
Circuit Mender (blc) 267
Corpse Augur
When this creature dies, you draw X cards and you lose X life, where X is the number of creature cards in target player's graveyard.
Creature - Wizard Zombie
Corpse Augur (drc) 40
Deathgreeter
Whenever another creature dies, you may gain 1 life.
Creature - Human Shaman
Deathgreeter (plst) DDD-33
Doomed Dissenter
When this creature dies, create a 2/2 black Zombie creature token.
Creature - Human
Doomed Dissenter (j25) 425
Driver of the Dead
When this creature dies, return target creature card with mana value 2 or less from your graveyard to the battlefield.
Creature - Vampire
Driver of the Dead (fdn) 605
Filigree Familiar
When this creature enters, you gain 2 life.
When this creature dies, draw a card.
Creature Artifact - Fox
Filigree Familiar (cmr) 308
Gray Merchant of Asphodel
When this creature enters, each opponent loses X life, where X is your devotion to black. You gain life equal to the life lost this way. (Each
in the mana costs of permanents you control counts toward your devotion to black.)
Creature - Zombie
Gray Merchant of Asphodel (dsc) 142
Guildsworn Prowler
Deathtouch
When this creature dies, if it wasn't blocking, draw a card.
Creature - Rogue Assassin Tiefling
Guildsworn Prowler (clb) 130
Hobbling Zombie
Deathtouch
When this creature dies, create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)
Creature - Zombie
Hobbling Zombie (mid) 106
Infernal Vessel
When this creature dies, if it wasn't a Demon, return it to the battlefield under its owner's control with two +1/+1 counters on it. It's a Demon in addition to its other types.
Creature - Human Cleric
Infernal Vessel (fdn) 63
Novice Occultist
When this creature dies, you draw a card and you lose 1 life.
Creature - Human Wizard
Novice Occultist (mid) 117
Putrid Goblin
Persist (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 - Goblin Zombie
Putrid Goblin (plst) MH1-101
Zulaport Cutthroat
Whenever this creature or another creature you control dies, each opponent loses 1 life and you gain 1 life.
Creature - Human Rogue Ally
Zulaport Cutthroat (soc) 233

Creature

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Enchantment

Qty: 3 Price: $5.03
Ghoulish Procession
Whenever one or more nontoken creatures die, create a 2/2 black Zombie creature token with decayed. This ability triggers only once each turn. (A creature with decayed can't block. When it attacks, sacrifice it at end of combat.)
Enchantment
Ghoulish Procession (inr) 110
Graf Harvest
Zombies you control have menace. (They can't be blocked except by two or more creatures.)
, Exile a creature card from your graveyard: Create a 2/2 black Zombie creature token.
Enchantment
Graf Harvest (j22) 421
Phyrexian Reclamation
, Pay 2 life: Return target creature card from your graveyard to your hand.
Enchantment
Phyrexian Reclamation (tdc) 194

Enchantment

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Instant

Qty: 6 Price: $7.84
Corrupted Conviction
As an additional cost to cast this spell, sacrifice a creature.
Draw two cards.
Instant
Corrupted Conviction (otj) 84
Go for the Throat
Destroy target nonartifact creature.
Instant
Go for the Throat (j25) 447
Infernal Grasp
Destroy target creature. You lose 2 life.
Instant
Infernal Grasp (soc) 216
Tragic Slip
Target creature gets -1/-1 until end of turn.
Morbid — That creature gets -13/-13 until end of turn instead if a creature died this turn.
Instant
Tragic Slip (inr) 134
Village Rites
As an additional cost to cast this spell, sacrifice a creature.
Draw two cards.
Instant
Village Rites (inr) 137
Withering Torment
Destroy target creature or enchantment. You lose 2 life.
Instant
Withering Torment (dsk) 124

Instant

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Land

Qty: 23 Price: $50.69
Cabal Coffers
,
: Add
for each Swamp you control.
Land
Cabal Coffers (tor) 139
Swamp
(
: Add
.)
Basic Land - Swamp
Swamp (j25) 88

Land

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Sorcery

Qty: 8 Price: $26.44
Dread Return
Return target creature card from your graveyard to the battlefield.
Flashback—Sacrifice three creatures. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Dread Return (cmm) 153
Exsanguinate
Each opponent loses X life. You gain life equal to the life lost this way.
Sorcery
Exsanguinate (fdn) 173
Minions' Murmurs
You draw X cards and you lose X life, where X is the number of creatures you control.
Sorcery
Minions' Murmurs (tsr) 124
Reanimate
Put target creature card from a graveyard onto the battlefield under your control. You lose life equal to that card's mana value.
Sorcery
Reanimate (arc) 21
Sanguimancy
You draw X cards and you lose X life, where X is your devotion to black. (Each
in the mana costs of permanents you control counts toward your devotion to black.)
Sorcery
Sanguimancy (bng) 81
Sign in Blood
Target player draws two cards and loses 2 life.
Sorcery
Sign in Blood (dsc) 156
Unearth
Return target creature card with mana value 3 or less from your graveyard to the battlefield.
Cycling
(
, Discard this card: Draw a card.)
Sorcery
Unearth (2x2) 96
Victimize
Choose two target creature cards in your graveyard. Sacrifice a creature. If you do, return the chosen cards to the battlefield tapped.
Sorcery
Victimize (tdc) 198

Sorcery

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Sideboard

Qty: 10 Price: $25.62
Bastion of Remembrance
When this enchantment enters, create a 1/1 white Human Soldier creature token.
Whenever a creature you control dies, each opponent loses 1 life and you gain 1 life.
Enchantment
Bastion of Remembrance (tle) 160
Consuming Corruption
Consuming Corruption deals X damage to target creature or planeswalker and you gain X life, where X is the number of Swamps you control.
Instant
Consuming Corruption (mh3) 84
Darksteel Gargoyle
Flying
Indestructible (Damage and effects that say "destroy" don't destroy this creature.)
Creature Artifact - Gargoyle
Darksteel Gargoyle (dst) 111
Feed the Swarm
Destroy target creature or enchantment an opponent controls. You lose life equal to that permanent's mana value.
Sorcery
Feed the Swarm (c21) 144
Nezumi Graverobber
: Exile target card from an opponent's graveyard. If no cards are in that graveyard, flip this creature.
Creature - Rat Rogue
Nezumi Graverobber // Nighteyes the Desecrator (plst) CHK-129
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.
Enchantment
Nowhere to Run (dsk) 111
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
Oubliette (plst) 2XM-100
Tormod's Crypt
, Sacrifice this artifact: Exile target player's graveyard.
Artifact
Tormod's Crypt (dmr) 235
Undead Warchief
Zombie spells you cast cost
less to cast.
Zombie creatures you control get +2/+1.
Creature - Zombie
Undead Warchief (hop) 44
Vampiric Rites
, Sacrifice a creature: You gain 1 life and draw a card.
Enchantment
Vampiric Rites (bfz) 124

Sideboard

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 2 cards
0 pips - 0 cards
0 mana - 2 cards
40 pips - 32 cards
25 mana - 25 cards
0 pips - 0 cards
0 mana - 2 cards
0 pips - 0 cards
0 mana - 2 cards
0 pips - 0 cards
0 mana - 0 cards
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"}]}
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