RebelsMTG.com
An Unofficial Commander variant

The Rebels Format

Fast, cheap, and creative. Rebels was designed to let almost any card be the centerpiece of a deck, while keeping decks balanced and gameplay variable.

Your command zone
Rare slot
Any rarity.
Nonrare slot
Common or uncommon only.
Only one of the two is your Commander. They are both Command Zone Cards.
Both slots must be filled. One card must be affected by combat. These cards can be any card type except a basic land, and do not need to be legendary.
First, pick out any card you want to build around.
Then pair it with a card that completes your command zone.
Deck size
60+
58+ card library and
2 Command Zone Cards
Starting life
25
21 Commander Damage
Library rarity
Commons &
Uncommons
Plus basic lands
Sideboards
10 sideboard cards
Sideboarding occurs after Commanders are revealed
Players
2–8
Multiplayer, duels, and drafting
Game length
~50 min
Faster than EDH
Why play

A parallel design and play space

Rebels keeps the core of Commander’s expressive decks and multiplayer politics while tightening the experience, and it opens deck archetypes along new dimensions.

What it tightens

  • Level playing field. Libraries built from commons, uncommons, and basic lands.
  • Living, legacy format. Nearly all cards are legal to play, many in either the library or command zone.
  • Faster games. 25 life and a naturally stronger focus on aggression.

What it opens up

  • A paired command zone. Two cards in the command zone help narrow your deck’s identity.
  • New commander archetypes. Noncreature cards and nonlegendary creature cards can occupy the command zone.
  • Uncommon engines. Streamlined value engines built out of the lower rarity cards.
Quick reference

Rebels quick rules

These rules are sufficient to build and play most Rebels decks.
They are a mostly complete but simplified summary of the format’s core.
The Full Rules is the central resource for examples and detailed explanations.

Format foundations

Rebels is a Commander-derived format that follows all official Commander/EDH rules with specific changes to create a unique experience.

Cards banned in Commander/EDH, cards designated as Game Changers, and Sol Ring are banned in Rebels.

Deck size & life total

Your deck must contain at least 60 cards. This total includes your library and your Command Zone Cards, so most libraries begin at 58 cards when using two Command Zone Cards.

You begin with 25 life. The Commander Damage threshold remains 21.

Rarity restrictions

Libraries may only contain commons, uncommons, and basic lands. Cards with multiple rarity printings are considered to be their lowest printed rarity.

For example, a rare Goreclaw, Terror of Qal Sisma is treated as as an uncommon.

Command zone slots

You have two Command Zone slots: one rare slot and one nonrare slot. Both must be filled.

  • The rare slot may contain a card of any rarity.
  • The nonrare slot may contain only a common or uncommon card.
  • Command Zone Cards do not need to be legendary.
  • Command Zone Cards may be any card type except a basic land.

Command zone combat requirement

One of your Command Zone Cards must be a card affected by combat, such as a creature, vehicle, spacecraft, or planeswalker. This card may be in either slot.

Command Zone Cards

Command Zone Cards may be cast or played from the command zone by paying commander tax, and may return to the command zone following normal Commander rules.

Only one of your Command Zone Cards is your Commander. It is the only card that can deal Commander Damage and the only card affected by effects that reference “your commander.”

Your Commander’s color identity is the combined color identities of both Command Zone Cards.

Sideboarding

You may use a sideboard of up to 10 commons, uncommons, or basic lands. Commanders are revealed before sideboarding.

During sideboarding, up to five cards may leave your library and up to five may enter it. Swaps do not need to be one-for-one, and your library may change size as long as it is legal when the game begins.

Command Zone Cards cannot be sideboarded out. But, casual groups may allow swapping them under Rule-0.

Special Actions

Rebels includes additional Special Actions, taken at sorcery speed:

  • Recover a Commander. Return your Command Zone Card to the command zone from the graveyard or exile.
  • Play a Land Commander. Play a land card (or MDFC land face) from the command zone by paying commander tax.
  • Ready a Commander. Move your Command Zone Card from the command zone to your hand by paying commander tax plus 1.
  • Record a Commander. Shuffle your Command Zone Card into your library or sideboard by paying commander tax.

Only the owner of a card may take these actions. Controlling another player’s turn does not allow you to make them take a Special Action.

Any Special Action that requires paying commander tax increases that card’s future commander tax by 2.

Getting started

You are ready to begin playing Rebels.

The easiest way to build a deck is to choose a card you enjoy and pair it with a card that supports it, then build around the themes and mechanics of that pairing.

The Full Rebels Rules also covers:

  • Optional rules
  • Draft rules
  • Command zone examples
  • Legal cards
  • Build a Rebels deck
  • Ready checklist
  • Game start sequence

Example decks

Each deck below is defined by its two Command Zone Cards.
They illustrate how different pairings can pull a 58-card library in unique directions.

Browse every example deck on Archidekt ↗

Optional rules

Additional ways to bend the format

The following rules are not are required to play.
They are intended for casual play, and they enable additional strategies and designs. These rules are designed so that you may use them without needing the other players to study these rules as well.
The Full Rules contain the complete details.

Optional

Partners

A command zone slot may be occupied by a pair of Partner cards. If two cards can be partnered in normal EDH, they may occupy a single slot in Rebels as long as both obey the slot’s rarity rules.

Only one of these cards will be your Commander.

Optional

Outlanders

Outlanders allow additional rare cards if they are linked to a card in your command zone by one of the card's rules text. This enables meld cards such as Brisela, Voice of Nightmares, where Bruna, the Fading Light in your command zone is referenced by Gisela, the Broken Blade in your library.

Like an alternative form of Command Zone Card, Outlanders can be your Commander. Additionally, Outlander Cards contribute to your Commander's color identity and they can use the Record a Commander action.

Outlanders start in your library and cannot be in your opening hand. Revealed your Outlanders during Reveal Commanders and shuffle them into your library after drawing your opening hand.

Optional

Rare Outlander

If your deck and sideboard does not have another rare or mythic rare Command Zone Card or Outlander Card, then you may choose to have a rare or mythic rare card in your library to be an Outlander Card.

This card cannot extend the color identity of your other Command Zone Cards and Outlander Cards.

Optional

Outlander Token

A legendary token named in the rules text of and produced by one of your Command Zone Cards can also be an Outlander, such as the Mechtitan token created by Mechtitan Core.

A legendary token can only be chosen as an Outlander Token if it is also chosen as your Commander, in which case you will not have a Commander Card.

A player loses the game if they take 21 or more damage in total from Outlander Tokens which are your Commander.

Optional

Signature Cards

Signature Cards allow certain cards designed to be played at four copies to break Commander’s singleton rule. To qualify, the card must be on the allowed list found in the Full Rules and either a copy of the card must appear in your command zone or the cards must be linked to one of your Command Zone Cards in a manner similar to Outlanders. Examples include Korlash, Heir to Blackblade, Food Fight, Gigantiform, and Powerstone Shard.

Reveal your Signature Cards during Reveal Commanders. They and cannot start in your opening hand.

Live documents

The complete format

This web page is a summary of the rules.
The following documents are the primary references, and they are intended to be the most current revisions of the rules.