Incite Rebellion

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2014 (C14) Rare

Combos Browse all

Incite Rebellion

Sorcery

For each player, Incite Rebellion deals damage to that player and each creature that player controls equal to the number of creatures he or she controls.

Price & Acquistion Set Price Alerts

C14

Ebay

Recent Decks

Incite Rebellion Discussion

Verusor on Jeleva, Spell's Scourge

3 months ago

I would definitely have 5+ consistent ways to copy instants/sorceries, because she gets crazy with them. I specifically added ones that I don't think are listed on EDHREC for her:

precociousapprentice on Queen Marchesa: Politics, Aikido, and Control

5 months ago

Suns_Champion, thanks for the upvote and the very kind words. I appreciate it. Here are my initial answers to your questions. I may have other answers as I think more about your questions, but these are my answers based on what I have seen so far.

First, the deck is fun, and if you already win most games, this deck will probably not change that, unless you are seriously cutthroat already. It basically just evens the power of most decks until the last round or two, and plays as a 75% deck at every table I have found it. I probably wins more than that, but this is because I am the most experienced and obsessed player in my normal meta (it has seen 2 different metas so far, due to a move) and when I show up at random tables, no one really expects it. It has become more popular to play Queen Marchesa, but not enough to be that big of a deal. I would love people to build it and give me feed back on how it does at more tables than I can reach. Even with the concerns about inexperience in your meta, it can withstand more hate than it seems, and while the intention is to ride below the radar, even if it doesn't, it can still often hang. If they waste resources on your death touchers, even the Queen, something else will get them. The Queen and her deathtouch army definitely add to the strategy, but the deck runs fine if they are taken out. Something gets them in the end.

Second, as for Swiftfoot Boots and Lightning Greaves, I didn't include them for two reasons. First, I needed the slots. It is a really tight list. Second, removing the Queen is less of a problem than you think. Bring her back out and you are the Monarch again. This provides some disincentive to take her out, at least for the guy who is currently or soon will be the Monarch. She is fairly inexpensive with a CMC of , so this can happen a few times before it gets truly out of hand. For a minor third reason, you only get half of the benefit of those cards when playing with Queen Marchesa, since she already has haste. I found better uses for those slots.

Third, Price of Progress, Anathemancer, and Acidic Soil are all just cards with a low CMC and a high potential damage for the average meta. Commander is notorious for non-basics. If this is not worth it in your meta, think about a resource, situation, or game characteristic that is very common in your meta, and hit them for that. If a bajillion creatures are often on the board, try mainboarding Insurrection, Incite Rebellion, and Stronghold Discipline. If people draw a ton of cards, try Underworld Dreams and Sudden Impact. Go after common game states and the usual overreach for your meta. Take advantage of the way that players build their decks to work. Use their strategy to take them down. Become one with their deck, let their power become yours. There are many ways to do this, I have just seen that excessive lands, especially nonbasic lands, can be a source of power for my offense, and Price of Progress and Anathemancer are usually just really efficient bombs.

Fourth, there have been a few times I have really wanted Arcane Lighthouse. It is pretty amazing. This has been especially true against really aggressive decks, especially voltron decks, since Greaves/Boots are standard issue for voltron. That is definitely a consideration, and probably could be fit in if shroud/hexproof are a problem.

Fifth, Scavenger Grounds is a great card, and if graveyard is a serious threat in your meta, it is a good include. I find that with Bojuka Bog, Shred Memory, and Rakdos Charm, I am often covered well enough. If it got further out of hand with the graveyard shenanigans, I would possibly include Scavenger Grounds, or maybe Rest in Peace.

Sixth, Pacification Array is pretty weak. It occasionally allows for something surprising, since it is often forgotten about, and is otherwise pretty cheap. It probably gets played from my hand as a sorcery speed tap one creature or artifact card for immediate advantage more than any other way, but it does act as a decent Kor Haven replacement with some frequency. Think of it like surprise tempo, defense, and politics all wrapped up in a relatively cheap package. I like how flexible it is, being used for both offensive and defensive uses, as well as politically by defending other players (rare) or opening a line of attack against a common opponent (more frequent) so that I can encourage that attack to point away from me. It is honestly still in there because I have just not taken it out again, since it has come out before, but you may be overlooking it's subtle power. It will get replaced with Forcefield when I can get one. With a deck as pimped as I have made this, Forcefield kind of needs to be in there. It will be some day. For someone else's deck, it could be just about anything.

Thanks again for the kind words. I look forward to seeing your version when you make it. It really is a ton of fun to play, and never disappoints, even when it loses.

landofMordor on PTsmitty

8 months ago

Sorry to hear about the Spirits. I'm still interested in a trade if you are, though, for some lesser-priority wants, 1x of:

Scrambleverse

Hour of Eternity

Curse of Echoes

Mina and Denn, Wildborn

Incite Rebellion

Zendikar Resurgent

Planar Outburst

...which is about $2.7 value. Vona, Butcher of Magan, Vanquisher's Banner, and Sanctum Seeker are about $8.2 value, so I'd ask for $4 cash or so in addition to trade value, if you can swing that. Feel free to PM and counter-offer me (:

goblinguiderevealpls on Nekusar's Wheel in the Sky

8 months ago

hey, I have a competitive nekusar primerand ive been playing him since printing so nearly 5 years now,

obviously my list is budgetless but it might help you get some budget ideas, some i dont see would be:

Memory Jar and Notion Thief are some of his best cards.

memory jar can easily be copied to exile the first jars hand of cards, all while discarding them to the wheel engines you're also missing, Dream Halls and Mind Over Matter its also a cheap, easily casted wheel

notion thief may negate the draw damage, but after a single wheel youve drawn more cards than a consecrated sphinx and can damnation into wheeling out

you also run a bit too many creatures for the amount of board wipes you run, and the upkeep ones are rather slow and easily dealt with

you also need a lot more draw engines as backup in case you cant wheel to loot more cards

Teferi's Puzzle Box may seem bad, but with Notion Thief it forces your opponent to bottomdeck their hand and draw 0-1 cards while you draw the rest

Necropotence no reason you shouldn't run this if you have Anvil of Bogardan, it negates the downside and allows you to draw enough cards to win as soon as turn 4 if you cast anvil turn 2 and potence 3 exiling 1-39 cards

other backup draw engines (self only, howling mine just gives opponents card advantage.) besides potence i dont see are Mystic Remora, Phyrexian Arena, Geth's Grimoire, Dark Tutelage, and, more importantly the game-winning combo wheel engines, Dream Halls and Mind Over Matter

also Memory is a great new wheel with a counterspell/bounce to boot!

overall id suggest running much less creatures and cut the walkers, as the planeswalkers are very low impact and you have very few ways to block them getting stomped, ive even ran megajace and dack and found them less than useful, i only run Tezzeret the Seeker for the artifact ramp/tutor, but he isn't budget friendly of course :(

I would add even more creature hate such as Evacuation, Rakdos Charm,Deadly Tempest, Incite Rebellion, AEtherize, Cryptic Command

anyways, +1 for playing the best damn commander there is

check out my primer and see if you get any ideas from the budget cards or combo descriptions! if it helps feel free to "like" it, and hope my suggestions were of help

4 life

may your wheel be done

Ender666666 on Doesn't Play Well With Others (Creatureless Red)

9 months ago

Hi thanks for the suggestion. I like Incite Rebellion but am not sure it's right for this deck for a few reasons. First, I like to wipe the board often and so the amount of creatures that would be around to cause pain are greatly reduced. Second, at 6 CMC and as a Sorcery, it's a little conditional and potentially low impact if there aren't enough critters out.

Anyhow, I WILL keep it in mind. :)

chalto on Doesn't Play Well With Others (Creatureless Red)

9 months ago

I have to strongly recommend Incite Rebellion! Especially for a deck like this, its an amazing way to wipe a board and punish players for going too wide!

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