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View Full Version : Rebels living a in Cavern are at a standstill. More at 11.



Lurker101
02-28-2014, 06:15 AM
A few weeks ago I was thinking about how well Rebels worked with both Cavern of Souls and Standstill and decided to give it a shot for fun online. It's not a game changer but it did alright and was very fun to play. Killing a Griselbrand with Big Game Hunter off Show & Tell is awesome. I also found that the cards the that made up the life combo fit easily into the deck. To those who don't know; an infinite life combo can go off by, in this case, using the damage prevention ability that costs 0 on Nomad en-Kor an infinite amount of times targeting Task Force which will get infinite toughness. Now sacrifice your very very tough Task Force to either Miren, the Moaning Wellor Diamond Valley. Graveyard is a little faster but it doesn't tap for mana which makes me lean toward Miren.
The List:
Creatures:
4 Ramosian Sergeant
2 Defiant Falcoln
2 Lin-Sivvi, Defiant Hero
2 Whipcorder
2 Outrider en-Kor
2 Task Force
2 Mirror Entity
Noncreature Nonlands:
4 Standstill
2 Jace The Mind Sculptor
2 Crucible of Worlds
1 Sword of Fire and Ice
1 Sword of Light and Shadow
2 Divert
4 Force of Will
Lands:
3 Cavern of Souls
1 Dust bowl
3 Flagstones of Trokair
2 Marsh Flats
1 Miren, the Moaning Well
2 Mutavault
1 Plains
3 Scrubland
4 Tundra
The Rebels I Choose and Why
4x Ramosian Sergeant :This was a no brainer she's the only real option at the lowest point of command and does a fine job recruiting. 2x Defiant Falcon: He flies while Ramosian Lieutenant doesn't. Easy choice to make. Flight also helps protect him because he can recruit anyone else in the deck. Ususally you want to go to Lin Sivvi, Defiant Hero first because doesn't cost 1 extra mana to recruit like all the others do while recycling them from the yard to back in the library and finally bringing them out ready to fight again. This deck can get really grindy so she's important to restock the board.
2x Mirror Entity Changelings are rebels too and Mirror Entity can save you from a board sweeper or just win by turning all your rebels 7/7s and attacking.
2x Task Force and Outrider en-Kor their main function is getting the life combo off but Outrider nice in the redzone and even if you don't have Diamond Valley or Miren, The Moining Well out you can still redirect all his damage to task force making him hard to kill in combat.
2x Whipcorder can surprise and keep things that are too hard to kill tapped down. Lastly...
2x Big Game Hunterkills lots of promenint Legacy creatures without warning. He's a done a good job ruining Show & Tells every now and then. He keeps things reasonably fair and, honestly, killing someones' Griselbrand with him makes my heart smile.

As far some of the other card choices go earlier I mentioned that this is kind of a grindy deck and I think Dust Bowl with Flagstones and Crucible is cool interaction and it works you just 2 for 1'd them and you can recur and do it again. I think Mutavault is obvious as it's a land and a rebel. It's a prefect fit. Divert has always felt underrated to me and I think it's a great unexpected answer to Abrupt Decay. It also ups the blue count for FOW without having to pitch like MisD. The SoFI and SoLD are there to get any additional things done without breaking standstill like drawing cards, recuring dead rebels, getting in a little extra damage, making a life swing bigger. They're great utility cards.
I don't have a finished SB but I'm leaning toward:
2 Big Game Hunter
1 Umezawas Jitte
2 Abolish
2 Swords to Plowshares
2 Reverant Mantra
2 Shapesharer
4 Nihil Spellbomb
I may also try out Riftmarked Knight and Dunerider Outlaw. I hope someone finds something interesting here. I love rebels and it's a blast to play!
As always any constructive criticism is appreciated.

JanoschEausH
02-28-2014, 10:36 AM
More Brainstorm.

(nameless one)
02-28-2014, 10:55 AM
Definitely Brainstorms

I would also suggest Training Grounds. At worst, it will steer removal away from your equipments. At best, it will fuel your rebel chain and still have leftover mana to be reactive to your opponent.

Here's a thread of CounterRebels (http://www.mtgthesource.com/forums/showthread.php?15683-Counter-Rebel-Still&highlight=Counter+rebels) that features card suggestions, ideas and lists that have actually done well in small tournaments.

BKclassic
02-28-2014, 11:48 AM
I don't know how well Knight of the Holy Nimbus fits in this shell but it has Flanking and kills True-Name Nemesis and seems like a reasonable 2 drop as far as rebels go.

MaximumC
02-28-2014, 12:08 PM
OP, why are you talking about Elephant Graveyard?

I mean, it's kind of cute that it regenerates your Mirror Entity, but otherwise I don't think that this is the card you are looking for.

Now I want to make a deck featuring Changelings and playsets of Elephant Graveyard and Swarmyard!

EDIT: Awesome Elephant Graveyard Derail Incoming

The Immortal Swarm

Creatures (16)

4 Pack Rat
4 Mirror Entity
2 Tauren Mauler
4 Fire Ants
2 Giant Solifuge

Spells (16)

4 Thoughtseize
4 Lightning Bolt
4 Swords to Plowshares
4 Oblivion Ring

Other (4)

4 Trinisphere

Lands (24)

4 Swarmyard
2 Elephant Graveyard
2 Marsh Flats
2 Bloodstained Mire
1 Arid Mesa
2 Badlands
2 Scrubland
1 Plateau
3 Cavern of Souls
3 City of Traitors
1 Swamp
1 Mountain

Oh, what's that? You want to use Supreme Verdict as your wrath effect? Thats nice, all my dorks regenerate for free. Too bad the deck croaks to Wasteland and StP :)

kombatkiwi
02-28-2014, 12:28 PM
OP, why are you talking about Elephant Graveyard?

Not sure if sarcastic, he meant Diamond Valley
Easy to get random AN lands confused I guess

MaximumC
02-28-2014, 12:29 PM
Not sure if sarcastic, he meant Diamond Valley
Easy to get random AN lands confused I guess

That makes much more sense.

It's also less funny, though.

Lurker101
02-28-2014, 04:45 PM
Not sure if sarcastic, he meant Diamond Valley
Easy to get random AN lands confused I guess

Haha...Yeah that was it.

Also what should I cut for Brainstorm and Training Grounds?

civet five
02-28-2014, 06:11 PM
I might swap the Dust Bowl and Flagstones for some more fetchlands and maybe a Gaea's Cradle too since its basically a Sol land after turn 3.

pandaman
03-07-2014, 02:00 AM
Definitely Brainstorms

I would also suggest Training Grounds. At worst, it will steer removal away from your equipments. At best, it will fuel your rebel chain and still have leftover mana to be reactive to your opponent.

Here's a thread of CounterRebels (http://www.mtgthesource.com/forums/showthread.php?15683-Counter-Rebel-Still&highlight=Counter+rebels) that features card suggestions, ideas and lists that have actually done well in small tournaments.

This. Once you've played a Ramosian Sergeant on Turn 1 and a Training Grounds on Turn 2, you'll be in love.

nedleeds
03-07-2014, 12:02 PM
I played maybe 6 months ago against a local in Jacksonville on counterrebels. I happened to have engineered plague in my board ... it was a problem. rebels need a priest of thune.

DragoFireheart
03-07-2014, 01:36 PM
You have blue but no True-Name Nemesis.
You have white but no Stoneforge Mystic.

Why?

Zupponn
03-08-2014, 04:23 PM
You have blue but no True-Name Nemesis.
You have white but no Stoneforge Mystic.

Why?
I don't think his manabase can support TNN. Stoneforge might be an option, but the downside is that it isn't a rebel.

Lurker101
03-11-2014, 11:38 PM
Yeah, Stoneforge actually seems to work alright with Standstill but I thought it was best to stick with recruitable creatures and the more creature types the worse Caverns gets. Adding both TNN and Stoneforge makes a totally different deck. When I get back to playing I'll add more Brainstorms and Training Grounds though. Not including them was an oversight.