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.
Life & Commander Damage
You begin with 30 life and the Commander Damage threshold is 21.
Deck-building
Your deck must contain at least 60 cards. This total is the combination of your library and
your Command Zone Cards, so libraries must have at least 58 cards with two cards in the
command zone.
You can only have one copy of a card between your command zone, library, and sideboard unless that card states otherwise or it is a basic land.
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. The cards in these slots are Command Zone Cards.
- Neither slot can be empty.
- The rare slot can contain a card of any rarity.
- The nonrare slot can contain only a common or uncommon card.
- Command Zone Cards do not need to be legendary.
- Command Zone Cards can be any card type except a basic land.
Command zone combat requirement
One of your Command Zone Cards must be a card of a type that is affected by combat. These include: creatures, vehicles, spacecraft, and planeswalkers.
This card can be in either slot.
Command Zone Cards
You may play your Command Zone Cards from the command zone by paying their
Commander Tax as an additional cost. Command Zone Cards may also return to the command zone following normal rules for Commanders.
Each Command Zone Card has its own Commander Tax.
Only one of your Command Zone Cards is your Commander.
Only your Commander can deal Commander Damage, and it is 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.
Commander Tax
Each of your Command Zone Cards has a Commander Tax, which is a value equal to 2 for each time that card’s Commander Tax has been paid (either
through playing the card from the command zone or by taking a Special Action that requires paying its Commander Tax).
Reveal Commanders
At the start of the game, before sideboarding or mulliganing, players reveal their Command Zone Cards as well as any Outlanders and or Signature Cards.
All players reveal their Command Zone Cards simultaneously.
Command zone changes after Reveal Commanders should be limited to casual games under Rule-0.
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 it is in your library; shuffle your library if you searched it this way.
- Play a Land Commander. Play a land card (or the land side 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 1 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 the controlled player's cards.
Reminder: Any Special Actions that requires paying a card's Commander Tax increases that card's future Commander Tax by 2.
Sideboarding
You may have a sideboard of up to 10 cards made up of commons, uncommons, and/or basic lands.
Sideboarding ocurs after Reveal Commanders, but before mulliganing and drawing your opening hand.
During sideboarding, at most 5 cards can be moved from your sideboard to your library and at most 5 cards can move from your library to your sideboard.
Swaps do not need to be one-for-one, and your library may change size during sideboarding as long as your library is legal when the game begins.
Fast Sideboarding is a sideboarding variant where 5 cards from your library start in your sideboard,
meaning you are preselecting the 5 cards you will be sideboarding out each game.
You’ll start with a 55+ card deck and up to a 15 card fast-sideboard, and then move 5 cards from your fast-sideboard to your library.
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.
Check out the
Example Decks ↗
The
Comprehensive Rules ↗
also covers:
- Optional rules
- Draft rules
- Command zone examples
- Legal cards
- Build a Rebels deck
- Ready checklist
- Game start sequence