Rebellion Rising: Commander Precon Upgrade Guide

Phyrexia: All Will Be One is almost here! The set releases February 10th, and along with the main set, we’re also getting two brand new commander decks. In this article, I’m going to talk about the new Rebellion Rising deck.

I’ll go over all of the spicy reprints and new cards. I’ll also go over the best ways to upgrade the deck. Without further ado, let’s jump right into it!

The strategy here is really simple and powerful. The Rebellion Rising deck wants create a ton of tokens and use it’s Commander, Neyali, Sun’s Vanguard to give them all double strike. Neyali also gives you access to a bunch of extra cards each turn, as long as you’re attacking with your tokens.

Upgrading such a straight-forward strategy should be simple, right? Not so fast. With today’s commander precons, there’s always multiple paths you can take with your upgrades. Read on for a detailed guide to making the Rebellion Rising deck as good as possible for your specific budget!

Deck Overview / Review

When you sit down at a table with this deck, you have simple goals: Create a you-know-what-load of tokens, get your commander out, swing with the tokens and enjoy the benefits.

Obviously, this deck is on the aggro end of the spectrum, which means you’re going to want to do a lot of damage early on in the game. The beauty of it, however, is that your commander, Neyali Sun’s Vanguard, lets you draw (basically) as many as three extra cards per turn as reward for attacking! This is huge for the deck since it gives you the ammo you need to stay in the game once your giant board of tokens inevitably gets wiped. There are also some great ways in the deck to protect your army of tokens from getting removed in the first place.

Overall, I’m pretty impressed with the Rebellion Rising deck, right out of the box. The deck has loads of potential to be upgraded. Right out of the box, the deck is a little bit unfocused. I would have personally liked to see more token generators included, since the deck relies so heavily on attacking with tokens specifically.

Although the deck is a bit sloppy right out of the gate, there are some great pieces here that give it the potential to be exceedingly powerful once we swap a few cards.

The Commanders

Neyali, Sun’s Vanguard

neyali, sun's vanguard

Neyali, Sun’s Vanguard is the card that comes on the front of the box, and it’s the commander that most people will use the first time they sit down to play. Does it deserve its place at the helm of the operation, though?

My answer to that question is absolutely yes! In my opinion, Neyali is an amazing commander that’s perfect for the deck’s strategy. Not only does she give all of your tokens double strike, but she also gives you access to a bunch of extra cards throughout the game. Any time you attack a player with one or more tokens, you get to exile the top card of your library. Then, you can cast the exiled cards on any turn you’ve attacked with a token.

The ability says “any time you attack a player”, that means if you attack all three of your opponents, you get a whopping three extra cards per turn!

The only downside to Neyali is that she doesn’t produce any tokens herself, meaning she basically does nothing if she’s on the board alone.

Still, I think the rewards by far outweigh the downside. After all, very few commander can do it all by themselves.

Alternative Commanders

otharri, sun's glory

If you don’t feel like using Neyali for whatever reason, the deck gives you a really powerful alternative in Otharri, Sun’s Glory.

Otharri is the other foil legendary creature in the deck, which means it was designed specifically to function either as a commander or as part of the 99.

Neyali’s one weakness (not being able to make tokens) is exactly where Otharri shines brightest. Every time it attacks you get an experience counter and you get to create a 2/2 Rebel creature token for each experience counter you have. The tokens also come into play tapped and attacking. This caveat is both a blessing and a curse. On one hand, it’s basically like they all get haste, which is great for the decks aggro strategy. On the other hand, it would be nice to be able to protect your tokens in order to use them for Otharri’s other ability.

You see, if Otharri is in the graveyard, you can pay four mana and tap a rebel creature you control to bring it back to the battlefield! This ability is an awesome way to avoid paying commander tax and makes the deck insanely grindy when Otharri is at the helm. You just have to hope that some of your rebel tokens can survive their attacks so you’ll be able to tap them later.

Neyali VS Otharri: Which is Better?

Although both potential commanders are great, I think Neyali is the stronger choice. The combination of giving all your attacking tokens double strike, as well as giving you access to extra cards whenever they attack is very good.

Decklist

Okay, so I’ve talked about the commanders, now lets go over the rest of the cards in the deck!

Rebellion Rising

COMMANDER (1)
Neyali, Suns’ Vanguard

ENCHANTMENTS (4)
Court of Grace
Felidar Retreat
Assemble the Legion
Intangible Virtue

CREATURES (15)
Emeria Angel
Harmonious Archon
Mentor of the Meek
Silverwing Squadron
Dragonmaster Outcast
Legion Warboss
Siege-Gang Commander
Adriana, Captain of the Guard
Jor Kadeen, the Prevailer
Myr Battlesphere
Solemn Simulacrum
Goldnight Commander
Phantom General
Prava of the Steel Legion
Loyal Apprentice

INSTANTS (6)
Flawless Maneuver
White Sun’s Zenith
Generous Gift
Midnight Haunting
Path to Exile
Boros Charm

SORCERY (10)
Hour of Reckoning
Increasing Devotion
Martial Coup
Chain Reaction
Battle Screech
Cut a Deal
Hate Mirage
Hordeling Outburst
Heroic Reinforcements
Rip Apart

ARTIFACT (13)
Mace of the Valiant
Maul of the Skyclaves
Idol of Oblivion
Loxodon Warhammer
Arcane Signet
Boros Signet
Commander’s Sphere
Fellwar Stone
Mask of Memory
Mind Stone
Sol Ring
Soul-Guide Lantern
Talisman of Conviction

LAND (36)
Castle Ardenvale
Castle Embereth
Exotic Orchard
Furycalm Snarl
Kher Keep
Temple of Triumph
Boros Garrison
Buried Ruin
Command Tower
Forgotten Cave
Myriad Landscape
Path of Ancestry
Secluded Steppe
Temple of the False God
11 Mountain
11 Plains

OTHER (9)
Otharri, Suns’ Glory
Clever Concealment
Glimmer Lens
Kemba’s Banner
Staff of the Storyteller
Goldwardens' Gambit
Hexplate Wallbreaker
Roar of Resistance
Vulshok Factory

Best New Cards

Commander precons have become a surprisingly strong medium for Wizards of the Coast to inject brand new cards into the format. Here are my picks for the best new cards printed in the Rebellion Rising deck.

Clever Concealment

clever concealment

Clever concealment is an amazing way to protect your board. It’s might not be quite as good overall as Teferi’s Protection, but it does have it’s own set of advantages. For one, you can tap your creatures to pay for it, making it a potentially free spell.

You also get to choose which permanents phase out, which is nice if you just need to protect your creatures, but want to leave your Rhystic Study for example.

Clever concealment is going to be a staple in white creature decks for years to come.

Roar of Resistance

roar of resistance

Not only is this amazing in the Rebellion Rising deck, it’s also great in any go-wide strategies, especially token ones. The one deck that immediately comes to mind is Krenko Mob Boss. Roar of Resistance is an auto include in that.

This is also going to be a ton of fun in any deck that likes to use politics. Pramikon, Sky Rampart is a good example of a general who would love to have this card.

Otharri, Sun’s Glory

otharri

The alternate commander in the deck, Otharri is one of my favorite new cards. My favorite aspect of Otharri, is that you can get around paying commander tax by using her last ability. All you have to do is tap an untapped rebel creature you control and pay four mana, and you can bring Otharri back from you graveyard straight to the battlefield.

I could easily see this ability being a huge headache for your opponents.

Otharri also has flying, lifelink and haste, and makes a whole bunch of 2/2 rebel creatures every time she attacks. I don’t think Otharri is the best commander for the Rebellion Rising deck right out of the box, but that’s only because the deck isn’t really catered around it. In the right build, I could see Otharri being really strong.

Oh, and the art is absolutely stunning too!

Best Reprints

Flawless Maneuver

flawless maneuver

Each precon usually has an expensive “chase” card, and Flawless Maneuver is definitely the one for this deck. Currently costing just over 20 USD, this is a welcome addition to anybody looking to pick the deck up as a financial investment.

Aside from the finance side, Flawless Maneuver is obviously a great card in the deck. We’re going to spending tons of resources building up an army of tokens. We have to protect them somehow.

Elspeth Tirel

elspeth tirel

Elspeth is great in this deck. Ideally, you’ll already have a massive board of tokens when she comes down. You can then use her +2 ability and gain a bunch of life. Then, next turn, you’ll have the loyalty to wipe everything off the board except your tokens!

She also gives you the ability to create tokens with her -2 ability if you need to. Over the course of two turns, you can make six tokens, or make three tokens and gain life.

Elspeth is a versatile and powerful planeswalker that I’m glad they reprinted.

Worst Cards

We’ve gone over the best the deck has to offer. Now it’s time to go over the bad. Now the cards I’m going to list here aren’t necessarily horrible. It’s more that they just don’t really fit with the strategy, or that they’re not focused enough to really help us win.

Yo should reference this list anytime you’re looking for cards to cut out of the deck.

Call the Coppercoats

call the coppercoats

Call the Coppercoats is too conditional. Sure, it can be great if you’re opponents happen to have a lot of creatures, but if they don’t, it’s a dead card. I don’t like cards that have the potential to do nothing. I’d suggest replacing this with something more reliable.

Cut a Deal

cut a deal

This is another card that has the potential to do nothing. I understand that white is desperate for card draw, but still. We can do better than this, especially since our commander has the potential to give us lots of card advantage. Keep this in if your playgroup is casual and you like using fun cards. Otherwise, cut it.

Hate Mirage

hate mirage

This card is high-risk, high-reward. If your opponents have some huge creatures to steal and you have your commander out to give them double strike, it can be a putrid play. A lot of the time, however, it’s going to be four mana that you could have spent better.

Leave it in if you like high-risk cards with explosive potential. Take it out if you’d like to streamline the deck.

Jor Kadeen, the Prevailer

Jor Kadeen, the Prevailer

This card is okay in the deck considering metalcraft is easy to get in commander and it’s a go-wide payoff. It is, however, too narrow in my opinion. It doesn’t make any tokens, and it does nothing for our board if we don’t have three artifacts. We can do better.

You could consider leaving it in if you wanted to lean into the equipment sub-theme. I wouldn’t recommend it though.

Upgrades

As with any commander deck, there are multiple ways you can upgrade Rebellion Rising. The path you choose will ultimately depend on your play-style and your budget.

The option I’ve chosen to highlight here is a simple one. This upgrade path is basically going to keep the core strategy of the deck exactly the same. We’re going to build up a bunch of tokens and use our commander, Neyali, Sun’s Vanguard to give them all double strike. We’re going to attack early and often, do a lot of damage and exile a bunch of cards from Neyali’s ability to keep the pain-train rolling.

With this in mind, we’re going to cut cards that don’t aid in our game plan and replace them with cards that do. One thing we need to focus on with this upgrade is consistency. Consistency is where the deck lacks straight out of the box, so that’s what we’re going to try to fix. We’re also going to try to add some power. Let’s get right into the cuts and replacements.

Best Low Budget Cards to Add

Starnheim Unleashed: $2.79

starnheim unleashed

Stanrheim Unleashed lets us add a little bit more beef to our token package. Creating 4/4 angels that we can give double-strike to is pretty awesome. If we can use the foretell ability, the card becomes potentially game-ending.

What to cut: Call the Coppercoats

Skrelv’s Hive: $3.67

skrelvs hive

The Hive gives us a nice way to start creating tokens early in the game. The best part is that it makes a token every single turn unless our opponents can deal with it.

What to cut: Assemble the Legionl

Commander Liara Portyr: $0.20

commander liara portyr

Commander Liara Portyr gives us some nice redundancy since it basically doubles Neyali’s card advantage ability, plus it makes all of our exiled spells cost less to cast. This is an awesome card in this deck!

What to cut: Jor Kadeen, the Prevailer

Geist-Honored Monk: $0.20

gesit-honored monk

Geist-Honored Monk is a bomb in this deck. It makes tokens as soon as it enters and it has the potential to be huge if you already have a big board.

What to cut: Phantom General

Eltural Survivors: $0.26

eltural survivors

Eltural Survivors probably doesn’t seem good at first glance, especially if you don’t know what the myriad ability does. Myriad means that every time it attacks you get to create a token that’s a copy of it for each opponent you control oher than the player you originally attacked.

So the strategy here is simple. Attack the player with the most lands so that Eltural Survivors is huge. Then make a bunch of token copies and use our commander to give those tokens double strike. In conjunction with Neyali, this card can end the game in a single turn.

It’s also super affordable, costing less less than 50 cents.

What to cut: Adriana, Captain of the Guard

Chaos Warp: $1.00

chaos warp

Chaos Warp costs just one dollar and can remove any permanent our opponents may have. The downside of your opponent getting to replace it with the top card of their library is small when you consider the importance of being able to remove our opponent’s scariest threat.

Chaos Warp is a must have in a deck that is already lacking versatile answers.

What to cut: Hate Mirage

Best Medium Budget Cards to Add

Okay, so we’ve gone over some nice low-budget options. Now let’s go over some mid-budget additions. These cards cost a bit more, but they’ll really push the deck over the edge.

Divine Visitation: $5.90

divine visitation

Divine visitation is one of my favorite cards, and it’s absolutely bonkers in this deck. I’m sure you can imagine how this card can quickly get out of hand. This is one of the more expensive cards on this list, coming in at about 6 dollars, but boy is it worth it.

What to cut: Maul of the Skyclaves

Moraug, Fury of Akoum: $9.85

moraug fury of akoum

If you can build up even a decent board of tokens, Moraug can easily end the game with just one landfall trigger. Not only does he give you an extra combat phase, he also gives all of your creatures +1/+0 for each time they’ve attacked. Moraug creates an absurd of amount of damage, and he’s a must have if you can afford the card’s price tag.

What to cut: Vulshok Factory

Hero of Bladehold: $14.07

hero of bladehold

Hero of Bladehold is both a potent token generator, and a potent go-wide payoff all in one card. This is the kind of consistency that the deck is lacking out of the box. This card is never a bad draw. The 13 USD price tag is the only downside. If you can afford it, however, it adds a lot to the deck.

What to cut: Mace of the Valliant

Professional Face Breaker: $3.98

professional face-breaker

Professional Face-Breaker is an awesome bit of ramp and card advantage all wrapped into one card. This goes perfectly with our commander. Neyali wants us to swing at as many different opponents as possible so we can exile the max amount of cards per turn. Face-Breaker also wants us to swing at multiple opponents so we get multiple treasure tokens. Win-Win.

This card currently costs about 5 USD, which isn’t bad considering it’s potential impact.

What to cut: Cut a Deal

Best High Budget Cards to Add

If you’re looking to spend a bit extra and really make the deck as good as possible, you’ll want to add a few, or all of the cards from this list below. (Note: I won’t be adding any pure EDH staples onto this list, only cards that go well with our specific strategy.)

Bennie, Bracks Zoologist: $10.27

Bennie, Bracl's Zoologist

Bennie gives us a lot of card-advantage, which our deck really likes. We can also cast him for free or for very cheap most of the time thanks to his convoke cost. If you can afford him, he really makes the deck better.

What to cut: Mask of Memory

Tempt with Vengeance: $17.10

tempt with vengeance

Tempt with Vengeance is a bomb in this deck. This is especially true if we can pair it with Divine Visitation or the next card on our list. The chances of our opponents taking the offer and creating tokens of their own is small considering we’ll be able to take advantage of ours so much better than they will theirs.

This card is expensive, sitting at just under 20 USD. If you’re on a low or medium budget, I would definitely skip this card, since it’s not the most essential. If you have a little extra money you want to throw around, however, you’ll be sure to have some fun with this card.

What to cut: Prava of the Steel Legion

Anointed Procession: $38.77

anointed procession

Anointed Procession is a beast of a card. Any time an effect of yours creates a token, it creates twice that many instead! It’s not hard to imagine how this can quickly get out of hand in our deck.

This card costs around 40 USD, which is a lot for a single card. If you can afford it, or if you happen to have it lying around, however, it’s really awesome in our list.

What to cut: Staff of the Storyteller

End Step

There you have it! I hope you’ve found this guide to upgrading your Rebellion Rising commander deck useful. One of the best parts about Magic: the Gathering is customizing your deck to your own preferences. That’s why you shouldn’t follow any of the advice I’ve given to a tee. Feel free to make your own changes and use your own pet-cards.

Whatever you do, I wish you the best of luck. Have fun!

Photo of author

Joe Doak

I started playing Magic in 2015 after impulsively buying a fat-pack of Khans of Tarkir. It didn't take long for me to fall in love with the game, and it's been a big part of my life ever since. Nowadays, I play moslty Modern, Commander, and Limited, but also enjoy keeping up with Standard. Whatever the format, I always find a way to brew up janky decks, convince myself they're great, get proven wrong, and love every second of it.