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Decommission

Decommission

{2}{W}
Instant

Destroy target artifact or enchantment.

Revolt — If a permanent left the battlefield under your control this turn, you gain 3 life.

"A key weakness in the design is its vulnerability to repeated, forceful blows."

Illustrated by Josh Hass

Formats
Not Legalstandard
Not Legalhistoric
Not Legaltimeless
Legalpioneer
Legalmodern
Legallegacy
Legalpauper
Legalvintage
Not Legalpenny
Legalcommander
Legaloathbreaker
Not Legalbrawl
Not Legalalchemy

This printing

Number#AER-16
RarityCommon
ReleasedNov 7, 2019
EDHREC rank#23,265

Prices

USD$0.14
EUR€0.09
Rulings (6)
  • Tokens that leave the battlefield will satisfy a revolt ability.

    Feb 9, 2017 · Wizards of the Coast
  • If Decommission destroys a permanent you control, it will enable its own revolt ability and you'll gain 3 life.

    Feb 9, 2017 · Wizards of the Coast
  • Revolt abilities check only whether a permanent you controlled left the battlefield this turn or not. They don't apply multiple times if more than one permanent you controlled left the battlefield. They don't check whether the permanent that left the battlefield is still in the zone it moved to.

    Feb 9, 2017 · Wizards of the Coast
  • Revolt abilities don't care why the permanent left the battlefield, who caused it to move, or where it moved to. They're equally satisfied by an artifact you sacrificed to pay a cost, a creature you controlled that was destroyed by Murder, or an enchantment you returned to your hand with Leave in the Dust.

    Feb 9, 2017 · Wizards of the Coast
  • Energy counters aren't permanents. Paying {E} won't satisfy a revolt ability.

    Feb 9, 2017 · Wizards of the Coast
  • If the target artifact or enchantment becomes an illegal target, Decommission doesn't resolve and none of its effects happen. You won't gain life.

    Feb 9, 2017 · Wizards of the Coast

Printings (2)

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