RebelsMTG.com
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Commander
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{"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 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.\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":"\n\nPrimer:\n\n\tThis deck is all about getting "},{"insert":{"card-link":"Yuffie, Materia Hunter"}},{"insert":" on the field with an absolutely MASSIVE hammer, to deliver maximum bonks. This deck excels at crushing one player at a time, dealing nearly unblockable damage in sets of 10+. \n\n\tThe tradeoff weakness is that this deck struggles against putting down multiple opponents, since there is only one \n"},{"insert":{"card-link":"Colossus Hammer"}},{"insert":" for your creatures to use. So the pilot needs to be judicious about when/where to attach the hammer. \n\n\t"},{"attributes":{"underline":true,"bold":true},"insert":"Important"},{"insert":"! Don't forget that you can pay one generic mana to put Yuffie into your hand from the command zone! \n\n\tSince no creatures in this deck natively have trample, several instants give trample. The same is true for instants that give double strike, which can one-shot a player if used on Yuffie. \n\n\tThe deck lacks excessive defensive measures, so save your redirect effects ("},{"insert":{"card-link":"Untimely Malfunction"}},{"insert":" "},{"insert":{"card-link":"Reroute"}},{"insert":" to redirect a kill spell at your key creatures. \n\n\tKeeping your hand full is difficult, as red really only has impulse draw. An early "},{"insert":{"card-link":"Diary of Dreams"}},{"insert":" can help with this, since the deck wants to play its spells early and often. There are sufficient targets for "},{"insert":{"card-link":"Demand Answers"}},{"insert":" , but you can use the colossus hammer itself in a pinch. \n"}]}
Commander
Yuffie, Materia Hunter
Ninjutsu (, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
When Yuffie enters, gain control of target noncreature artifact for as long as you control Yuffie. Then you may attach an Equipment you control to Yuffie.
When Yuffie enters, gain control of target noncreature artifact for as long as you control Yuffie. Then you may attach an Equipment you control to Yuffie.
Legendary Creature - Human Ninja

Commander
(CTRL to add secondary)
Artifact
Beamtown Beatstick
Equipped creature gets +1/+0 and has menace. (It can't be blocked except by two or more creatures.)
Whenever equipped creature deals combat damage to a player or battle, create a Treasure token.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Whenever equipped creature deals combat damage to a player or battle, create a Treasure token.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Artifact
(CTRL to add secondary)
Creature
Crimson Caravaneer
Double strike, trample
Whenever this creature deals combat damage to a player, create a Junk token. (It's an artifact with ", Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
Whenever this creature deals combat damage to a player, create a Junk token. (It's an artifact with ", Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
Creature - Human Scout

Creature
(CTRL to add secondary)
Enchantment
Blacksmith's Talent
(Gain the next level as a sorcery to add its ability.)
When this Class enters, create a colorless Equipment artifact token named Sword with "Equipped creature gets +1/+1" and equip .
: Level 2
At the beginning of combat on your turn, attach target Equipment you control to up to one target creature you control.
: Level 3
During your turn, equipped creatures you control have double strike and haste.
When this Class enters, create a colorless Equipment artifact token named Sword with "Equipped creature gets +1/+1" and equip .
: Level 2
At the beginning of combat on your turn, attach target Equipment you control to up to one target creature you control.
: Level 3
During your turn, equipped creatures you control have double strike and haste.
Enchantment - Class

Enchantment
(CTRL to add secondary)
Instant
Instant
(CTRL to add secondary)
Sorcery
Sorcery
(CTRL to add secondary)
Sideboard
Overpowering Attack
Freerunning (You may cast this spell for its freerunning cost if you dealt combat damage to a player this turn with an Assassin or commander.)
Untap all creatures you control that attacked this turn. If it's your main phase, there is an additional combat phase after this phase, followed by an additional main phase.
Untap all creatures you control that attacked this turn. If it's your main phase, there is an additional combat phase after this phase, followed by an additional main phase.
Sorcery

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 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.\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":"\n\nPrimer:\n\n\tThis deck is all about getting "},{"insert":{"card-link":"Yuffie, Materia Hunter"}},{"insert":" on the field with an absolutely MASSIVE hammer, to deliver maximum bonks. This deck excels at crushing one player at a time, dealing nearly unblockable damage in sets of 10+. \n\n\tThe tradeoff weakness is that this deck struggles against putting down multiple opponents, since there is only one \n"},{"insert":{"card-link":"Colossus Hammer"}},{"insert":" for your creatures to use. So the pilot needs to be judicious about when/where to attach the hammer. \n\n\t"},{"attributes":{"underline":true,"bold":true},"insert":"Important"},{"insert":"! Don't forget that you can pay one generic mana to put Yuffie into your hand from the command zone! \n\n\tSince no creatures in this deck natively have trample, several instants give trample. The same is true for instants that give double strike, which can one-shot a player if used on Yuffie. \n\n\tThe deck lacks excessive defensive measures, so save your redirect effects ("},{"insert":{"card-link":"Untimely Malfunction"}},{"insert":" "},{"insert":{"card-link":"Reroute"}},{"insert":" to redirect a kill spell at your key creatures. \n\n\tKeeping your hand full is difficult, as red really only has impulse draw. An early "},{"insert":{"card-link":"Diary of Dreams"}},{"insert":" can help with this, since the deck wants to play its spells early and often. There are sufficient targets for "},{"insert":{"card-link":"Demand Answers"}},{"insert":" , but you can use the colossus hammer itself in a pinch. \n"}]}











































