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Lands:
9 Plains
9 Swamp
4 Terramorphic Expanse

Creatures:
4 Amrou Scout
4 Amrou Seekers
4 Aven Riftwatcher
4 Blade of the Sixth Pride
4 Blightspeaker
4 Ivory Giant
4 Rathi Trapper
4 Zealot il-Vec

Other Spells:
3 Gaze of Justice
3 Grim Harvest

Sideboard:
4 Kjeldoran War Cry
4 Terror
3 Cloudchaser Kestrel
3 Oblivion Ring
1 Grim Harvest

Rebels Pauper.

Description of deck by its author (quoted):
Rebels has been a tried, but not necessarily tuned strategy since Amrou Scout and Blightspeaker were printed in Timespiral block. Alongside fellow Rebel Aven Riftsweeper they have made numerous decks, but usualy failed when combined with their autority-defying fellows. Amrous Scout has been seen in White Weenie mostly, finding buddies or Avian Changelings or even Riftsweepers after boards. The Riftsweeper is one of the formats defining cards, corking aggro and burn decks before they become meta-warping. He was mostly seen in Blink packing decks. Finally, Blightspeaker was run in certain Orzhov Blink lists as a must-be-answered threat against control (finding buddies, then pinging him to death) and a way to find blinkable Riftsweepers against aggro.

The list(s) Spills made two play-offs are different than the one that won MPDC 1.10, which splashed for Momentary Blink, or the Rebel Teachings lists that ran them as winconditions, just as in Orzhov Blink. Spills made a "White Weenie" deck, with a lot more reach. Starting of with a few quality beaters, like Scout or Sixth Pride, and combine these with suitable disruption and a Rebel chain. This will result in both early game damage and a lategame army to alfa strike for the win. Riftwatchers, Seekers and Zealot give the deck the necessary evasion to get in for the middle points of life, before the alfa strike. Both Zealot and Trapper are here for defensive purposes; removing a pesky blocker or x/1 utility creature standing between you and the win.

Grim Harvest can start the chain all over again late. And behold, this might be the only deck that Gaze of Justice is somewhat usuable, because the Rebels can find their white buddies to be able to pay for it.

Wait a minute, strike that last sentance, I just found out it is a sorcery. That makes it unusable once again.

The fact that it has more reach, doesn't necessarily make it better than WW. Looking at the results, this deck loses to Storm and anti-aggro-Grimdrifter just like WW. I even found the matchup easier, because all the creatures are x/1 and the only dangerous ones are the fetches, the rest can be ignored untill very late in the game. The added reach doesn't solve it's fundamental problem against these control decks; that once the control deck takes over, not a single creature will be left alive. Burn can go straight to the head, but Rebels need to stay in play, where they die to removal before they can fetch anything at all.

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by Spills @ www.pdcmagic.com

TRIBAL: Rebels - Terror / Grim Harvest [LITE-PAUPER]

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