Arcane Foundry › Commanders › Bebop & Rocksteady
Bebop & Rocksteady
Legendary Creature — Boar Rhino Mutant · {1}{B/G}{B/G} · Black/Green commander
Whenever Bebop & Rocksteady attack or block, sacrifice a permanent unless you discard a card.
Build a Bebop & Rocksteady deck →
What Bebop & Rocksteady actually does
Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.
- Triggered ability · attackWhenever Bebop & Rocksteady attack or block, sacrifice a permanent unless you discard a card.
What a Bebop & Rocksteady deck needs
Plays as big body. What the commander asks of the other 99 — read from the card and checked by hand.
- cards to discard or permanents to sacrifice (each attack or block costs one)
The Bebop & Rocksteady deck plan
The roles the Forge fills for this commander, and how many cards of each.
- 12× Put haste on the commander the turn it resolves — a tap ability is unusable otherwise
- 8× Make the commander connect — a body that never deals combat damage never triggers
- 8× Actually remove one problem permanent — preventing its damage is not removing it
- 10× Find the exact card the plan needs
- 3× Answer a whole board at once
- 10× Refill your hand
- 4× Keep a permanent you control alive through removal
- 11× Get ahead on mana
Best cards for Bebop & Rocksteady
Ranked by an engine that reads what each card does — its real cost, its delay and how reliably it works — rather than counting how often other people play it.
Put haste on the commander the turn it resolves — a tap ability is unusable otherwise
- Thousand-Year Elixir3 mana
- Tyvar, Jubilant Brawler3 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
- Akroma's Memorial7 mana
- Ulvenwald Oddity // Ulvenwald Behemoth4 mana
- Lavaspur Boots1 mana
- Shang-Chi, Master of Kung Fu2 mana
Make the commander connect — a body that never deals combat damage never triggers
- Garruk's Uprising3 mana
- Eldrazi Monument5 mana
- Falthis, Shadowcat Familiar3 mana
- Akroma's Memorial7 mana
- Ninja Teen3 mana
- Bellowing Tanglewurm5 mana
- Primal Rage2 mana
- Tanglewalker3 mana
Actually remove one problem permanent — preventing its damage is not removing it
- Assassin's Trophy2 mana
- Defile1 mana
- Tragic Slip1 mana
- Infernal Grasp2 mana
- Fatal Push1 mana
- Beast Within3 mana
- Bitter Triumph2 mana
- Nature's Claim1 mana
Find the exact card the plan needs
- Demonic Tutor2 mana
- Diabolic Intent2 mana
- Vampiric Tutor1 mana
- Green Sun's Zenith1 mana
- Imperial Seal1 mana
- Demonic Consultation1 mana
- Nature's Rhythm2 mana
- Grim Tutor3 mana
Answer a whole board at once
- Toxic Deluge3 mana
- Damnation4 mana
- Bontu's Last Reckoning3 mana
- Sickening Dreams2 mana
- Crypt Rats3 mana
- Extinction Event4 mana
- Vicious Rivalry4 mana
- Endemic Plague4 mana
Refill your hand
- Skullclamp1 mana
- Sylvan Library2 mana
- Black Market Connections3 mana
- Braids, Arisen Nightmare3 mana
- Garruk's Uprising3 mana
- Morbid Opportunist3 mana
- Phyrexian Arena3 mana
- Beast Whisperer4 mana
Keep a permanent you control alive through removal
- Guardian Augmenter3 mana
- Saryth, the Viper's Fang4 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
- Asceticism5 mana
- Eldrazi Monument5 mana
- Commander's Plate1 mana
- Mithril Coat3 mana
Get ahead on mana
- Sol Ring1 mana
- Golgari Signet2 mana
- Incubation Druid2 mana
- Palladium Myr3 mana
- Worn Powerstone3 mana
- Ilysian Caryatid2 mana
- Heritage Druid1 mana
- Llanowar Tribe3 mana