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Rules guide · Artifact

Decoction ModuleHow it works & interactions with other cards

By the ManaCount desk· 5 min read· Kaladesh· September 30, 2016
Carte Magic Decoction Module

Decoction Module is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

Whenever a creature you control enters, you get {E} (an energy counter). {4}, {T}: Return target creature you control to its owner's hand.

Complete guide

Decoction Module is a versatile artifact that fuels your resource pool while protecting your most valuable assets. By converting creature arrivals into energy counters, it sets up powerful synergies and ensures your board remains resilient against removal.

What it Does

Decoction Module has two distinct functions: generating energy counters and providing a protective bounce effect. The first ability is a triggered ability that triggers every time a creature enters the battlefield under your control, granting you one energy counter {E}. The second is an activated ability that costs four mana and requires tapping the artifact to return a creature you control to your hand.

How it Resolves Step by Step

When a creature enters the battlefield, Decoction Module's first ability is put onto the stack. When it resolves, you receive one energy counter, which is placed on you as a player rather than on the creature or the artifact. For the activated ability, you must first pay the four mana and tap the Module. You then choose a target creature you control. Upon resolution, the creature is returned to your hand. If the creature is no longer on the battlefield or has become an illegal target before resolution, the ability fails to resolve and the creature stays where it is.

Common Mistakes

A common misconception is that energy counters function like mana and disappear at the end of turns; however, energy counters persist until they are spent or an effect causes you to lose them. Additionally, remember that Decoction Module can only return creatures you control to your hand. You cannot use it to bounce an opponent's creature or a non-creature permanent. Lastly, since the energy is a counter on the player, it cannot be 'destroyed' by artifact removal, though destroying the Module will stop you from generating more.

When to Play It

You should play Decoction Module early to maximize the energy gained from every creature spell or token generator. It is particularly effective in decks that rely on 'Enter the Battlefield' triggers, as you can bounce your own creatures to your hand to cast them again, gaining both a fresh trigger and another energy counter.

Interaction examples

Generating Resources

With Sol Ring on the battlefield, you can tap it to produce two colorless mana, helping you cast Decoction Module sooner. Once Decoction Module is active, every subsequent creature you play will grant you an energy counter, which you can track using dice or an Energy Reserve card.

Strategic Bouncing

If an opponent targets your creature with a destruction spell, you can use mana from Arcane Signet and other sources to pay the four mana for Decoction Module's activated ability. By tapping the Module and targeting your own creature, you return it to your hand, causing the opponent's spell to lose its target and fail to resolve.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Decoction Module

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    {E} is the energy symbol. It represents one energy counter.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    Energy counters are a kind of counter that a player may have. They're not associated with any specific permanents.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    Keep track of how many energy counters each player has. Potential ways to track this include writing theme down on paper or using dice, but any method that is clear and mutually agreeable is fine. (At higher levels of tournament play, dice may not be allowed for tracking counters that players have.)

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    If an effect says you get one or more {E}, you get that many energy counters. To pay one or more {E}, you lose that many energy counters. You can't pay more energy counters than you have. Any effects that interact with counters a player gets, has, or loses can interact with energy counters.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    Energy counters aren't mana. They don't go away as steps, phases, and turns end, and effects that add mana "of any type" can't give you energy counters.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    Some triggered abilities state that you "may pay" a certain amount of {E}. You can't pay that amount multiple times to multiply the effect. You simply choose whether or not to pay that amount of {E} as the ability resolves.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    Some triggered abilities that state that you "may pay" a certain amount of {E} describe an effect that happens "If you do." In that case, no player may take actions to try to stop the ability's effect after you make your choice. If the payment is followed by the phrase "When you do," then you'll choose any targets for that reflexive triggered ability and put it on the stack before players can take actions.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    If a spell or ability with one or more targets states that you "may pay" some amount of {E}, and each permanent that it targets has become an illegal target, the spell or ability won't resolve. You can't pay any {E} even if you want to.

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    Some spells and abilities that give you {E} may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't get any {E}.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Gonti's Aether Heart
+Decoction Module
+Whirler Virtuoso
#1

Gonti's Aether Heart + Decoction Module + Whirler Virtuoso

Infinite creature tokensInfinite creature ETB
  1. 1Activate Whirler Virtuoso by paying {E}{E}{E}, creating a 1/1 Thopter artifact creature token.
  2. 2Thopter token enters the battlefield, triggering Gonti's Aether Heart and Decoction Module trigger.
  3. 3Resolve the Gonti's Aether Heart's trigger, adding {E}{E}.
  4. 4Resolve the Decoction Module trigger, adding {E}.
  5. 5Repeat.
Aethergeode Miner
+Aetherstorm Roc
+Decoction Module
#2

Aethergeode Miner + Aetherstorm Roc + Decoction Module

Infinite creature ETBInfinite creature LTB
  1. 1Activate Aethergeode Miner by paying {E}{E}, blinking it.
  2. 2Aethergeode Miner enters the battlefield, triggering Aetherstorm Roc and Decoction Module, causing you to get {E}{E}.
  3. 3Repeat.
Aethergeode Miner
+Decoction Module
+Izzet Generatorium
#3

Aethergeode Miner + Decoction Module + Izzet Generatorium

Infinite creature LTBInfinite creature ETB
  1. 1Activate Aethergeode Miner by paying {E}{E}, blinking it.
  2. 2When Aethergeode Miner enters the battlefield, Decoction Module triggers, causing you to get {E}{E}.
  3. 3Repeat.
Aethergeode Miner
+Guide of Souls
+Decoction Module
#4

Aethergeode Miner + Guide of Souls + Decoction Module

Infinite creature LTBInfinite creature ETBInfinite lifegain triggersInfinite lifegain
  1. 1Activate Aethergeode Miner by paying {E}{E}, blinking it.
  2. 2When Aethergeode Miner enters the battlefield, Guide of Souls and Decoction Module trigger, causing you to get {E}{E} and gain 1 life.
  3. 3Repeat.
Aethergeode Miner
+Decoction Module
+Panharmonicon
#5

Aethergeode Miner + Decoction Module + Panharmonicon

Infinite creature ETBInfinite creature LTB
  1. 1Activate Aethergeode Miner by paying {E}{E}, blinking it.
  2. 2Aethergeode Miner enters the battlefield, triggering Decoction Module twice, causing you to get {E}{E}.
  3. 3Repeat.
Cayth, Famed Mechanist
+Aethergeode Miner
+Decoction Module
#6

Cayth, Famed Mechanist + Aethergeode Miner + Decoction Module

Infinite creature LTBInfinite creature ETBInfinite creature tokens
  1. 1Activate Aethergeode Miner by paying {E}{E}, blinking it.
  2. 2When Aethergeode Miner enters the battlefield, its fabricate ability and Decoction Module trigger.
  3. 3Resolve the Decoction Module trigger, causing you to get {E}.
  4. 4Resolve the Aethergeode Miner trigger, creating a 1/1 Servo artifact creature token.
  5. 5When the Servo enters the battlefield, Decoction Module triggers, causing you to get {E}.
  6. 6Repeat.
Lae'zel, Vlaakith's Champion
+Aethergeode Miner
+Decoction Module
#7

Lae'zel, Vlaakith's Champion + Aethergeode Miner + Decoction Module

Infinite creature ETBInfinite creature LTB
  1. 1Activate Aethergeode Miner by paying {E}{E}, blinking it.
  2. 2Aethergeode Miner enters the battlefield, triggering Decoction Module, causing you to get {E}{E}.
  3. 3Repeat.
Metastatic Evangel
+Aethergeode Miner
+Decoction Module
#8

Metastatic Evangel + Aethergeode Miner + Decoction Module

Infinite creature LTBInfinite creature ETBInfinite proliferate
  1. 1Activate Aethergeode Miner by paying {E}{E}, blinking it.
  2. 2When Aethergeode Miner enters the battlefield, Metastatic Evangel and Decoction Module trigger.
  3. 3Resolve the Decoction Module trigger, causing you to get {E}.
  4. 4Resolve the Metastatic Evangel trigger, causing you to proliferate and get {E}.
  5. 5Repeat.

Related cards and tokens

03

Legal formats

historictimelessgladiatorpioneermodernlegacyvintagecommanderoathbreakerbrawlcompetitivebrawldueltlr
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