Vengeful Rebel


Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Aether Revolt (AER) Uncommon

Combos Browse all

Vengeful Rebel

Creature — Aetherborn Warrior

Revolt — When Vengeful Rebel enters the battlefield, if a permanent you controlled left the battlefield this turn, target creature an opponent controls gets -3/-3 until end of turn.

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Recent Decks

Vengeful Rebel Discussion

Madhava on B/W warrior tribal

4 months ago

Always loved the idea of warrior tribal.

Always Watching seems like a nonbo with both Secure the Wastes & Herald of Dromoka. I'd cut it in favor of more interaction. A little Thoughtseize or Collective Brutality (great outlet for discarding Bloodsoaked Champion) can go a long way, in the way of keeping dudes safe from Wrath, Damnation, etc. Path to Exile is another fantastic option.

Gatekeeper of Malakir is a interaction + a warrior in a single package. Vengeful Rebel is his younger, less-black-intensive brother... although Vrebel would be more reliable with some fetchlands, Ghost Quarters, Grasping Dunes, anything along these lines. Start / Finish would also fit beautifully.

mhaywood03 on Touch and Die

5 months ago

Ive got some good 3 drops to look at, Ruin Raider is amazing, Vengeful Rebel great removal, Ammit Eternal or Dreamstealer have great value.

Stun_Sniped on Aether Rebellion

5 months ago

I've been building a similar deck, and I really like Supernatural Stamina. Great for protecting your guys/making them trade up in combat and getting them back. It works really great with Midnight Entourage, triggering it while still letting you keep the creature. It's also great with Vengeful Rebel, which I'm running a few of, because you can let it die in combat or sac it to protect Yahenni, Undying Partisan and then get it back, triggering its ETB to kill or finish off something.

Metallic Mimic is also great, a 2 mana lord that's also an artifact.

chadsansing on Revolt.. Aether Revolt :)

5 months ago

I love the synergies here. Nice break from the Mono-Black list, as well.

I wonder if you might drop Vengeful Rebel for Walk the Plank, just to have some number of hard removal spells in the main. You might also shed 1 Bone Picker to go up to 3 Sram's Expertise.

It might also be good to test something like 2 Legion's Landing  Flip (or 2 more Battle at the Bridge) in place of 1 Syndicate Trafficker and 1 Thopter Arrest to add more lifegain and get out of range of Ramunap Ruins.

I dig it - have fun playing!

Qolorful on Death & Taxes

8 months ago

For ripjaw raptors (though I don't see it being your main problem) the fix is Fatal Push and Evolving Wilds or an Angel of Condemnation proc. Also highly recommend Vengeful Rebel

Yacube on Death and Taxes RIX Standard

9 months ago

Two suggestions. Drop the Duresss. You don't want a playset in the mainboard due to the creature heavy nature of your deck, meaning it's too high variance anyway. Also I'd replace Kambal with Vengeful Rebel. Works great with Angel of Condemnation and better with the tenor of your deck in general.

ktulhut on

9 months ago


- 4x Metallic Mimic
- 4x Midnight Entourage
- 4x Gifted Aetherborn
- 4x Weaponcraft Enthusiast
- 4x Syndicate Trafficker

This gives us a 20 card core to the deck, from which we can go several directions. I'm thinking of exploring a couple of options, like a more controlling deck and a more synergistic resilient aggro deck.


We'll want to keep the land count pretty high, so we'll go for 24 lands which gives us 16 cards to play with. Grasp of Darkness is extremely good, but is going to come out of standard at some point which I'm not so sure about but you'll be able to play it for a few weeks. Fatal Push is very good but I'd probably only run 2 or 3. We're going to want to run some Yahenni's Expertise because it's pseudo-card advantage. I feel that it's almost worth running Unlicensed Disintegration in this build but it does make the manabase fucky. Aetherborn Marauder is an evasive beater that might get some big hits in depending.
so this begins to look like

- 4x Grasp of Darkness
- 3x Fatal Push
- 3x Yahenni's Expertise
- 4x Unlicensed Disintegration
- 2x Aetherborn Marauder

with lands looking like
- 4x Aether Hub
- 2x Ramunap Ruins
- 2x Ifnir Deadlands
- 2x Scavenger Grounds
- 9 Swamp
- 5 mountain (adjust to taste)


This one is a bit more fun, I think. We're going to go

ShaharRyu on

9 months ago

Have you thought about Tragic Slip, Murderous Cut or Grasp of Darkness as a removal options?

Darksteel Citadel gives you a land which can be sacrificed for Syndicate Trafficker and Desert of the Glorified may be of some use thanks to the Cycing.

Bontu's Last Reckoning or otherwise Flaying Tendrils are cheap options for a boardswipe which can beneffit Yahenni, Undying Partisan to a great extent or just clear the way for an indestructible Syndicate Trafficker.

Vengeful Rebel is a great Aetherborn which grants removal. Lastly Aethersphere Harvester is a great vehicle which could be crewed with Servo's.

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