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"},{"attributes":{"align":"justify"},"insert":"\n"},{"insert":"\tThis deck is all about getting Azula on the battlefield and doubling your spells on attack. At base, you should always be able to cast your copy of "},{"insert":{"card-link":"Fire Nation Attacks"}},{"insert":" from the command zone, but there are plenty of spells in the deck for our beloved "},{"attributes":{"strike":true},"insert":"princess "},{"insert":"Fire Lord to use."},{"attributes":{"align":"justify"},"insert":"\n\n"},{"insert":"\tLike all other Commander-focused decks, this deck loses most of its power without Azula on the field. So save your "},{"insert":{"card-link":"Untimely Malfunction"}},{"insert":", "},{"insert":{"card-link":"Octopus Form"}},{"insert":" , and "},{"insert":{"card-link":"Arcane Denial"}},{"insert":" to protect your Fire Lord. This is also why we run "},{"insert":{"card-link":"Swiftfoot Boots"}},{"insert":" rather than "},{"insert":{"card-link":"Lightning Greaves"}},{"insert":" , so we can still target Azula with "},{"insert":{"card-link":"Temur Battle Rage"}},{"insert":" or "},{"insert":{"card-link":"Bulk Up"}},{"insert":" ."},{"attributes":{"align":"justify"},"insert":"\n\n"},{"insert":"\t"},{"insert":{"card-link":"Mystic Sanctuary"}},{"insert":" can provide a huge amount of recursion for your best spells if used properly. Don't forget that firebending mana can be used on effects that aren't spells, like "},{"insert":{"card-link":"Zuko, Exiled Prince"}},{"insert":" or "},{"insert":{"card-link":"Myriad Landscape"}},{"insert":" . Use those effects to get Mystic Sanctuary or the islands to power it. "},{"attributes":{"align":"justify"},"insert":"\n\n"},{"insert":"\tKeeping a hand full of powerful spells is relatively easy in Grixis colors. An early "},{"insert":{"card-link":"Diary of Dreams"}},{"insert":" can provide free card draw, and the many bounce lands in the deck provide discard fodder for cards with additional costs of discarding a card from your hand, like "},{"insert":{"card-link":"Abandon Attachments"}},{"insert":" or "},{"insert":{"card-link":"Demand Answers"}},{"insert":" ."},{"attributes":{"align":"justify"},"insert":"\n\n"},{"insert":"\tPilot this deck aggressively, and become the threat that everyone else tries to stop. A single turn with sufficient firebending mana can see "},{"insert":{"card-link":"Fire Lord Azula"}},{"insert":" hitting for the commander damage limit if unblocked, or one-shotting an opponent. "},{"attributes":{"align":"justify"},"insert":"\n"}]}
Commander
Fire Lord Azula
Firebending 2 (Whenever this creature attacks, add . This mana lasts until end of combat.)
Whenever you cast a spell while Fire Lord Azula is attacking, copy that spell. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.)
Whenever you cast a spell while Fire Lord Azula is attacking, copy that spell. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.)
Legendary Creature - Human Noble

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
Dragonfly Swarm
Flying, ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
This creature's power is equal to the number of noncreature, nonland cards in your graveyard.
When this creature dies, if there's a Lesson card in your graveyard, draw a card.
This creature's power is equal to the number of noncreature, nonland cards in your graveyard.
When this creature dies, if there's a Lesson card in your graveyard, draw a card.
Creature - Dragon Insect

Katara, Seeking Revenge
As an additional cost to cast this spell, you may waterbend . (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for .)
When Katara enters, draw a card, then discard a card unless her additional cost was paid.
Katara gets +1/+1 for each Lesson card in your graveyard.
When Katara enters, draw a card, then discard a card unless her additional cost was paid.
Katara gets +1/+1 for each Lesson card in your graveyard.
Legendary Creature - Human Warrior Ally

Creature
(CTRL to add secondary)
Enchantment
Honest Work
Enchant creature an opponent controls
When this Aura enters, tap enchanted creature and remove all counters from it.
Enchanted creature loses all abilities and is a Citizen with base power and toughness 1/1 and ": Add " named Humble Merchant. (It loses all other creature types and names.)
When this Aura enters, tap enchanted creature and remove all counters from it.
Enchanted creature loses all abilities and is a Citizen with base power and toughness 1/1 and ": Add " named Humble Merchant. (It loses all other creature types and names.)
Enchantment - Aura

Enchantment
(CTRL to add secondary)
Instant
Instant
(CTRL to add secondary)
Land
Path of Ancestry
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Land

Land
(CTRL to add secondary)
Sorcery
Sorcery
(CTRL to add secondary)
Sideboard
Ember Island Production
Choose one —
• Create a token that's a copy of target creature you control, except it's not legendary and it's a 4/4 Hero in addition to its other types.
• Create a token that's a copy of target creature an opponent controls, except it's not legendary and it's a 2/2 Coward in addition to its other types.
• Create a token that's a copy of target creature you control, except it's not legendary and it's a 4/4 Hero in addition to its other types.
• Create a token that's a copy of target creature an opponent controls, except it's not legendary and it's a 2/2 Coward in addition to its other types.
Sorcery

Ruinous Waterbending
As an additional cost to cast this spell, you may waterbend . (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for .)
All creatures get -2/-2 until end of turn. If this spell's additional cost was paid, whenever a creature dies this turn, you gain 1 life.
All creatures get -2/-2 until end of turn. If this spell's additional cost was paid, whenever a creature dies this turn, you gain 1 life.
Sorcery - Lesson

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/?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":{"align":"justify"},"insert":"\n"},{"insert":"\tThis deck is all about getting Azula on the battlefield and doubling your spells on attack. At base, you should always be able to cast your copy of "},{"insert":{"card-link":"Fire Nation Attacks"}},{"insert":" from the command zone, but there are plenty of spells in the deck for our beloved "},{"attributes":{"strike":true},"insert":"princess "},{"insert":"Fire Lord to use."},{"attributes":{"align":"justify"},"insert":"\n\n"},{"insert":"\tLike all other Commander-focused decks, this deck loses most of its power without Azula on the field. So save your "},{"insert":{"card-link":"Untimely Malfunction"}},{"insert":", "},{"insert":{"card-link":"Octopus Form"}},{"insert":" , and "},{"insert":{"card-link":"Arcane Denial"}},{"insert":" to protect your Fire Lord. This is also why we run "},{"insert":{"card-link":"Swiftfoot Boots"}},{"insert":" rather than "},{"insert":{"card-link":"Lightning Greaves"}},{"insert":" , so we can still target Azula with "},{"insert":{"card-link":"Temur Battle Rage"}},{"insert":" or "},{"insert":{"card-link":"Bulk Up"}},{"insert":" ."},{"attributes":{"align":"justify"},"insert":"\n\n"},{"insert":"\t"},{"insert":{"card-link":"Mystic Sanctuary"}},{"insert":" can provide a huge amount of recursion for your best spells if used properly. Don't forget that firebending mana can be used on effects that aren't spells, like "},{"insert":{"card-link":"Zuko, Exiled Prince"}},{"insert":" or "},{"insert":{"card-link":"Myriad Landscape"}},{"insert":" . Use those effects to get Mystic Sanctuary or the islands to power it. "},{"attributes":{"align":"justify"},"insert":"\n\n"},{"insert":"\tKeeping a hand full of powerful spells is relatively easy in Grixis colors. An early "},{"insert":{"card-link":"Diary of Dreams"}},{"insert":" can provide free card draw, and the many bounce lands in the deck provide discard fodder for cards with additional costs of discarding a card from your hand, like "},{"insert":{"card-link":"Abandon Attachments"}},{"insert":" or "},{"insert":{"card-link":"Demand Answers"}},{"insert":" ."},{"attributes":{"align":"justify"},"insert":"\n\n"},{"insert":"\tPilot this deck aggressively, and become the threat that everyone else tries to stop. A single turn with sufficient firebending mana can see "},{"insert":{"card-link":"Fire Lord Azula"}},{"insert":" hitting for the commander damage limit if unblocked, or one-shotting an opponent. "},{"attributes":{"align":"justify"},"insert":"\n"}]}

















































