Format foundations
Rebels is a Commander-derived format that follows all official Commander
rules with specific changes to create a unique experience.
Cards
Banned in Commander ↗
, 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 can be treated as their lowest printed rarity.
Command zone slots
You have two slots in the command zone: one rare slot and one nonrare slot.
- Neither slot can be empty.
- 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.
- Each of your Command Zone Cards must have a different name.
Command zone combat requirement
One of your Command Zone Cards must be a card type affected by combat, which includes: creature, vehicle, spacecraft, and planeswalker.
This card can be in either slot.
Command Zone Cards
A Command Zone Card may be cast or played from the command zone by paying its
Commander Tax, and may return to the command zone following normal rules for Commanders.
Each Command Zone Card has their own Commander Tax.
Only one of your Command Zone Cards is your Commander. It is your only card that
can deal Commander Damage and your only card affected by game effects that reference
“your commander.”
Your Commander’s color identity is the combined color identities of all of your
Command Zone Cards.
Sideboarding
You may use a sideboard of up to 10 commons, uncommons, and/or basic lands.
Commanders are revealed before sideboarding.
During sideboarding, up to 5 cards may leave your library and up to 5 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.
Fast Sideboarding is a variant where you start each game with 5 extra cards from your library in your sideboard. This means you’ll have a 55+ card deck and up to a 15-card fast-sideboard.
During sideboarding, move 5 cards from your fast-sideboard into your library.
Special Actions
Rebels includes additional Special Actions that can be taken at sorcery speed:
- Recover a Commander. Return your Command Zone Card to the command zone, if it is in any zone except the battlefield or your hand. You may search your library for this Command Zone Card if the card is in your library; shuffle your library if you search it this way.
- Play a Land Commander. Play a land card (or the land face of an MDFC) from the command zone by paying its Commander Tax.
- Ready a Commander. Move your Command Zone Card from the command zone to your hand by paying its Commander Tax plus one additional mana.
- Record a Commander. Shuffle your Command Zone Card into your library or sideboard by paying its Commander Tax.
Only the owner of a card may take these actions for that card. A player who is controlling another player is not allowed to use these actions on their cards.
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 Rebels deck is to choose a card you like, pair it with another card that supports it, and build around the themes and mechanics of that pairing.
The
Full Rules ↗
also covers:
- Optional rules
- Draft rules
- Command zone examples
- Legal cards
- Build a Rebels deck
- Ready checklist
- Game start sequence