A FNM Archetype: Dark Rebels Nate Heiss Now that Apocalypse has been loosed upon all the gamers of the world, many are left scratching their heads when the subject of the new Standard environment comes into question. They mull about, this way and that, talking about Fires, Opposition, and u-w Control, but they skirt around the real issue: What is going to happens when Apocalypse shows up? Many new deck types are bound to emerge. It is my feeling that most of these decktypes will be founded on the ashes of the old decks that have been worn away by the metagame. One such deck is beatdown Rebels. Most people gave up using a beatdown Rebel deck with the advent of Counterrebel, a more reliable variant. Recently, Counterrebel has been slowly fading into the background as straight u-w control decks are replacing them. This leaves one of the most powerful card engines in the game, the Rebel chain, with a scarce representation in the Standard field. This should change. While many people are heralding the powerful new black-white archetype with the use of Phyrexian Arena and Death Grasp, I plan to take a different approach. The general populous is making a black-based deck with a white splash for the gold cards, but I plan to do the opposite. A white base allows the use of the powerful Rebel chain along with the newly printed Spectral Lynx, which is very nasty against any green-red mage, let alone Fires. The bonus of being able to use Gerrard's Verdict, Vindicate, and Duress is just icing on the cake. Dark Rebels Main Deck Sideboard 11 Plains 9 Swamp 4 Caves of Koilos 2 Lin Sivvi, Defiant Hero 1 Thermal Glider 1 Defiant Vanguard 4 Spectral Lynx 1 Ramosian Lieutenant 1 Defiant Falcon 3 Fresh Volunteers 4 Putrid Warrior 4 Ramosian Sergeant 3 Parallax Wave 4 Gerrard's Verdict 4 Duress 4 Vindicate Here is the rundown of Dark Rebels. 1) The Rebel Chain The Rebel chain allows you to threaten any control deck starting on the first turn. The printing of Pernicious Deed makes the chain slightly weaker, but Deed is really no better than a Wrath of God. The only card that breaks up the chain is Tsabo's Decree, and this must be used in multiples for a really strong effect. Drawing one Rebel means the rest are soon to follow. The chain also lets you keep hands that have only one creature (provided that it is a searcher) if you are fearless of oncoming burn spells. 2) The Disruption Duress has been one of the most powerful disruption spells in Magic since the day it was printed. Now that it is back with Seventh Edition, control decks must beware! This is a great first turn play if you don't have a Sergeant to slap down on the table. You should try to take cards that will halt your progress, such as Wrath of God or Tsabo's Decree. Counterspell is always a safe pick if you can't decide. If you are playing against beatdown, your choice should be obvious, most likely being a Saproling Burst or burn. Gerrard's Verdict is one of the most powerful spells to come out of Apocalypse, and this deck is set up to abuse its phenomenal power. A first-turn Sergeant or Duress followed by a Verdict is a very difficult hand to beat. The card advantage that you can gain with this card in combination with a Rebel chain can overcome any opponent. 3) The Elite Beats Putrid Warrior is a very powerful creature in two respects. First, it is the only two-drop besides Rogue Kavu that can attack for three damage on the third turn. Second, it can help give you a little extra life if you feel like your opponent is saving up for a big Ghitu Fire to your head. The extra damage ability is great versus control while the life gain ability is better against beatdown, buying you extra time until the Rebel chain does them in. Spectral Lynx is the other elite creature in this deck. Like the Putrid Warrior, it serves a dual purpose, depending on your opponent. Against beatdown, it provides a fast answer to their creatures. It is especially good versus Blastoderm and Jade Leech, but the regeneration ability will let it outlive any burn spells or nongreen creatures that happen to be coming your way. Against control, the Lynx provides a solid two-power creature for two mana that can survive Pernicious Deed, Vindicate, and Void. 4) The Bag of Tricks Vindicate is the most versatile removal spell in the game. Destroy target permanent. No questions asked. Vindicate will help you clear away such nuisances as annoying blockers, unwanted Oppositions, and unfriendly Saproling Bursts. It will double as land destruction against unlucky and mana light opponents, punishing them for their predicament. Parallax Wave has somehow fallen into the sleeper category of spells. People forgot how good this card could actually be. Perhaps it is the flood of Counterrebel decks that have forced people away from this card, but I assure you it is not a wasted slot! It is a quasi-counter for Saproling Burst, a two/three turn Falter, and not to mention a protective barrier that will prevent any of your creatures being killed while the fading counters are still available. Parallax Wave adds a deadly element to Dark Rebels, indeed. Dark Rebels should be a powerful deck versus control as long as it can dodge the mass removal spells and Opposition lock. Beatdown should be thwarted by the fast card advantage and versatile creature base that Dark Rebels yields. This duality that the deck brings to the table makes it a powerful and versatile choice for any FNM or Arena challenge. If you have any questions or comments about this article, please feel free to contact me at nateheiss@yahoo.com. Dark Rebels was made with consideration given to the pre-Apocalypse metagame. It is likely that after Apocalypse rotates in, this deck and others like it will shift the metagame completely, changing the focus away from Fires (which this deck rocks against) and toward an unknown archetype. Either way, have fun!