So far in my experience, it plays well in decks that want to win in a reasonable number of turns not so much durdle controL or even slow midrage. More like the faster side of midrange to mediumish aggro. Fast aggro isn't a fit imho because that's all creatures tapping every turn so it doesn't want untapped anything (holding up counter mana) nor does it want artifacts that don't bring the pain (untapped non-creature improvise type stuff).
Metallic Rebuke lets you stop their big plays but isn't really online until turn 2 or 3 depending on if you have a
or 2
drop artifacts and probably is only going to stop the really big plays past turn 6. In the right deck at the right time it's pretty sweet but it's not a big window and to have it consistently in in that window you probably have to run all 4. If the game goes long drawing one will be... disappointing.
Countering for just a
makes me feel like I just punched my opponent in the nuts . "I developed my board on my turn, you did not." I love dispel for the same reason and especially if you meet counters.dec or all the instants.dec but dispel won't stop a turn 4 gideon or turn 5 Nissa, but rebuke will. All you have to do is leave up 1
every turn and once you crush a play they will hesitate to play anything big until they can afford the rebuke tax.
I don't know of any card that can cause that type of shift in play in duels.
I've found that while it doesn't work as the turn 2 counter we were looking for (renegade map is the only serviceable artifact for that, and even that's sketchy) but it's still pretty powerful when you can hold it up one blue with 2 actually decent artifacts. Like going turn 2 Alchemist vial, turn 3 caravan/another vial and still being able to leave up metallic rebuke is still pretty potent
Pshh, turn two
Key to the City and any equip, map, vial is more like it. Being able to draw an extra card for
on your next upkeep because you rebuked your opponent = salt.