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.
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