Decommission 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.
Official card text
Destroy target artifact or enchantment. Revolt — If a permanent left the battlefield under your control this turn, you gain 3 life.
How it works : Decommission
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
If Decommission destroys a permanent you control, it will enable its own revolt ability and you'll gain 3 life.
No other card is named in this ruling.
- #2· 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.
No other card is named in this ruling.
- #3· 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.
No other card is named in this ruling.
- #4· 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.
No other card is named in this ruling.
- #5· Wizards of the Coast
Tokens that leave the battlefield will satisfy a revolt ability.
No other card is named in this ruling.
- #6· Wizards of the Coast
Energy counters aren't permanents. Paying
won't satisfy a revolt ability.
No other card is named in this ruling.
Legal formats
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Meta decks with Decommission
No archived Top 8 deck with this card yet.




