Rebbec, Architect of Ascension

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Rebbec, Architect of Ascension

Legendary Creature — Human Artificer

Artifacts you control have protection from each converted mana cost among artifacts you control. ((Remember the acronym debt.) This creature can't be damaged, enchanted, equipped, blocked or targeted by anything with a converted mana cost equal to the converted mana cost of an artifact you control. Anything anything with a converted mana cost equal to the converted mana cost of an artifact you control attached to this creature immediately falls off.)

Partner (You can have two commanders if both have partner.)

CamraMaan on Interaction between Myr Retriever and …

2 months ago

If Rebbec, Architect of Ascension is in play and Myr Retriever dies, will the artifact in my grave that I target have protections granted by Rebbec? I'm 99% sure it will not, because I don't "control" them (requiring them to be in play). Correct...?

TIA

Nurlonn on Grevious

8 months ago

Rebbec, Architect of Ascension would be a good add.

Madcookie on Help protect artifact in black …

9 months ago

Some more suggestions:

Permanent effect: Rebbec, Architect of Ascension, Darksteel Forge

One-time use: Loran's Escape, Blacksmith's Skill, Apostle's Blessing

Hope these are useful. Cheers!

Poly_raptor on

1 year ago

What do you think to a pair of commanders instead? Silas Renn, Seeker Adept + Rebbec, Architect of Ascension seem to add more value than Urza for this build, in my opinion anyway lol.

mrwilson6488 on Ever Adaptive Artifacts

1 year ago

I had forgotten about this alternative, but I should probably just acquire and include a Krark-Clan Ironworks as a backup to Ashnod's Altar.

Other thoughts:

Rebbec, Architect of Ascension vs Darksteel Forge

Alter the mana base to include at least one of each basic land and find room for a Solemn Simulacrum

Get a Great Furnace and Vault of Whispers in here in case I need to use an artifact search/tutor ability for a land in a pinch

FolkOccult on Sheoldred, Rising Dead v2

1 year ago

Boxfish It was a wonderful weekend, thank you!

I love all of these changes, they look quite well-decided. Viscera Seer is a monstrous card when you can use them. They've the ability to just help you dig for answers, like your Crypt Rats or Gray Merchant of Asphodel.

It's a touch rude for a solution, but for token producers like Scute Swarm, Krenko, Mob Boss, Myr Battlesphere, Thopter Assembly, or even Blade of Selves; Pestilence, Withering Wisps, Toxic Deluge; Cheap solutions that can get expensive, that can wipe your own dudes (but it's not like you're unable to bring them back).

If you're ever looking for ways to wipe the board without playing Mass Removal which Indestructable can dodge. Dictate of Erebos, Grave Pact, Urborg Justice, Killing Wave, Torment of Hailfire can access more than one target in a turn, and remove them without the need for targeting and benefit you in the ability to just bring a dude back with your commander or any other spell. Though I can't deny that this is a rather rude option, especially with cards like Tergrid, God of Fright  Flip, who would just give you control of all creatures your opponent's could sac. You'll gain control of most any board with just Tergrid alone. Then you've got little dudes like Fleshbag Marauder, Demon's Disciple, Plaguecrafter, Merciless Executioner, Gravelighter, Slum Reaper, which all had triggered abilities that react to the formerly listed removal, your commander, Ayara, First of Locthwain, and is prone to getting your targeted even harder, but does result in a powerful and satisfying resolve once you carry the reputation of dishing out a challenge. Depending on overall deck-composition. I don't necessarily recommend all of these; but... just saying Pestilence will get your table's attention every time, draw every bit of removal, and can you activated in response to any cast that isn't a counter. With a single Dark Ritual or Cabal Coffers cast/activation... your table will weep. Sorta.

I don't know if you can directly link decks, but my Halana and Alena, Totally Just Roommates, and my Atla Palani deck's all feature cards printed in their respective planes if not, cards printed in extra supplementary sets like how Odric, Master Tactician was first printed in (M13) but is unable to planeswalk to other planes, and resides on Innistrad; technically the coresets were the base and all else added to their printings and materials, but in reality it felt like the other way around (in my experience), the story blocks made the "core" sets feel like additional content to add to your lore; this being a factor I consider when building some decks. Sacrificial Splicer is a similar case (Except I kept my favorite artifacts from other planes in the deck, I have Ich-Tekik, Salvage Splicer as a partner to Rebbec, Architect of Ascension who are respective enemies in a sense to the Phyrexian cause, one directly influencing the Praetors while the other for a time was using Powerstones to make a barrier strong enough to keep Phyrexia out, and have constructed the deck around ''Compleating'' Rebbec, which locks the board down.

The Lore in magic, is an entire rabbit hole I highly recommend exploring. Pick a plane and start from there. Find a character from that plane and follow their journey. If not by card, by flavor text. If you're into it enough, there are a series of comics out there printed by ARMADA. The Shadow Mage and Dakkon Blackblade are some of my favorite printed stories in magic, which just recently received cards. Likewise was true a couple of years ago for Yawgmoth and Urza who didn't really see their official name's on legendary cards until 2020 (despite having story presence since the beginning). The Weatherlight Crew, new and old, feel like a group of avengers, using their ship to planeswalk because they don't have a spark, and are simply putting together this weapon to stop the ultimate evil, and you can almost feel the stakes mounting as you scroll through the sets they were released in. From Urza's Sage to Invasion, to Time Spiral, to Dominaria. Now Dominaria United. I believe the story of the cards makes the deck that much more meaningful, but there's something to be said about finding the most fun cards and constructing something nuts out of them.

KBK7101 on Kotori's Artifact Build 1.0

2 years ago

I wasn't terribly excited for the Kotori precon deck, but after I finally got around to reading the Neon Dynasty story (after watching the AMAZING trailer for the set), I'm pretty much determined to have a Future/Artifacts vs. Past/Enchantments set of decks featuring Kotori and Satsuki, the Living Lore. The upgrades you've added here look pretty great but I'm wondering what the ideal amount of vehicles would be for a Kotori deck. Maybe 15 or so? Any more than that and you'd probably be adding in some pretty mediocre ones... I'm not sure. Thoughts?

As for some recommendations, Vedalken Archmage is great if you want more card draw. Padeem, Consul of Innovation or Rebbec, Architect of Ascension are both great for protection.

EyelessStarfish on

2 years ago

Rebbec, Architect of Ascension is a pretty good fit for the deck! Now that you mention commander tax, Balan, Wandering Knight does make a lot more sense to me. As far as removal goes, I personally wouldn't go too heavy into creature removal because Sram can take care of most basic creatures (and deathtouch creatures provided he has first/double strike and the dt creature doesn't), but a lot of enchantments like Propaganda and Ghostly Prison can be quite the nuisance. I reccommend Erase and cards like it for dealing with those, but I wouldn't add more than 3 enchantment removal spells.

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