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. |