Rabble Rousing – Streets of New Capenna
Date Reviewed: May 20, 2022
Commander [EDH]: 3.87
Ratings are based on a 1 to 5 scale. 1 is bad. 3 is average. 5 is great.
The last major white card with hideaway was Windbrisk Heights, which made quite a splash in 2007 Standard because it triggers from something white usually likes to do anyway. Rabble Rousing is a similar card with a minor twist on it: the hideaway trigger will often end up being an occasional bonus, because it will multiply your army to a degree where you can easily win the game before you ever control ten creatures. Although, I should point out that’s a bigger thing in 1v1 – in multiplayer formats, you will have plenty of stuff to do after you kill your first target. I really like that there have recently been so many aggressive cards with potential multiplayer implications.
I should also take the opportunity to point out something you might have missed about hideaway: you can ignore the usual timing rules on the card you hid away. In Lorwyn Standard, Windbrisk Heights was often seen tossing a Glorious Anthem or Spectral Procession onto the fire in the middle of combat.
Commander [EDH]: 4/5
If you have an army, this multiplies it nicely, so long as you don’t mind 1/1 bodies as the constituents. Rabble Rousing might look like a “do nothing” enchantment at first, but it’ actually quite nice in a deck that wants to go wide and is suited for such things. It gives you a payoff if you get enough creatures, but the continual army building is a nice enough upside on its own. Five mana is definitely a bit of an ask, but I feel this might be too powerful at less mana, since it can snowball pretty rapidly as a consequence of no “non-token” rider on that attack trigger. I think this might be a touch better than it looks, but not likely to break Standard in half or anything; if “go wide” decks are a thing, this might help them achieve peak w i d e.
Commander [EDH]: 3.75 (talk about massive life swings with things like Impact Tremors)
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