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 maintaining balanced decks and emergent gameplay.

If Commander is about leading vast legions, then Rebels is about running a ragtag crew of unlikely allies.

Rebels is a complementary format for Commander that celebrates experimentation.

Your command zone
Rare slot
Any rarity of card.
Nonrare slot
Common or uncommon only.
Only one of the two cards is your Commander. Both are Command Zone Cards.
Both slots must be filled. One card must be a type affected by combat. These cards can be any card type except a basic land, and do not need to be legendary.
To build a deck, first pick out any card you want to build around.
Then pair it with a card that completes the command zone requirements.
If either card can't "do its thing" under the normal rules of Commander, then you might also check the Special Actions or Optional Rules.
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 cards
Sideboard 5 cards 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.

It lets players expand 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.
  • Smaller libraries. Compact decks enable more niche archetypes.
  • Faster games. 25 life and a naturally stronger focus on aggression.

What it expands

  • A paired command zone. Two cards in the command zone help focus your deck’s identity.
  • New commander archetypes. Noncreature cards and nonlegendary creature cards can occupy the command zone.
  • Rediscover cards. Rebels draws from pools of cards often overlooked by EDH.
  • Streamlined engines. Value engines built out of lower rarity cards.
Rules reference

Rebels core rules

These rules are sufficient to build and play most Rebels decks.
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 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.

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

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

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 optional, and were designed:

The Full Rules ↗ contain the complete details.

Optional

Partners

If multiple cards can be played together as Commanders in the Commander format, then those cards may occupy a single slot in Rebels as long as they all obey the slot’s rarity rules.

These Partner rules do not allow a deck to have more than one Commander, so only one of these cards can be your Commander.

Optional

Outlanders

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

Outlanders act like an alternative form of Command Zone Cards, meaning: Outlanders can be your one Commander, have their own Commander Tax, and they contribute to your Commander's color identity. They can also use the Record a Commander action to return to your library.

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

Each of your Command Zone Cards and Outlander Cards must have a different name.

Optional

Rare Outlander

If your deck and sideboard do not otherwise contain a rare or mythic rare card, then you may choose a rare or mythic rare card to be an Outlander Card.

This card (and any Outlanders or Signature cards granted through it) cannot extend the color identity of your other Command Zone Cards and Outlander Cards.

This card can be your one Commander.

It must be revealed at the start of the game and cannot start in your opening hand.

Optional

Outlander Token

A legendary token that is 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 .

If you choose a legendary token as an Outlander Token, then you must also choose it to be your one Commander, in which case you will not have a Commander Card.

A player loses the game if they take 21 or more total damage from Outlander Tokens that were your Commander.

Optional

Signature Cards

Certain cards designed to be played at four copies can be played as Signature Cards to break Rebels’ singleton rule. To qualify, the card must be on the allowed lists found in the Full Rules , and either a copy of the card must appear in your command zone or the card 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 cannot start in your opening hand.

Optional

Philosophy of These Optional Rules

Casual play, at its heart, is about playing decks that purposefully fall below the format’s power ceiling, allowing more experimental ideas to thrive.

The Rebels format’s rules are designed to support flexibility within casual play, as long as the table agrees to any changes made to its core rules.

These optional rules follow two principles: breaking a core rule should carry a cost, and everyone should understand the rule changes before the game begins.

Ideally, rule changes are thematic, intuitive, and honor the original intent behind a card’s design.

Live documents

The complete format

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