Decommission

Legality

Format Legality
1v1 Commander Legal
Frontier Legal
Vintage Legal
Modern Legal
Standard Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Aether Revolt Common

Combos Browse all

Decommission

Instant

Destroy target artifact or enchantment.

Revolt - If a permanent you controlled left the battlefield this turn, you gain 3 life.

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Decommission Discussion

GrixisconTrollsyou99 on G/W trample cats

3 weeks ago

Sacred Cat is a fine addition for early pressure and life gain. The cheap Embalm is nice too once your board is set.Longtusk Cub is a great card and would consider putting the 2 off in the side back into the main board. If you do, also look into Aetherstream Leopard decent attacker with built in Trample.

Appetite for the Unnatural and Decommission for more life gain!

Prepare to fight seems pretty on point with the theme you're after. Blessed Alliance seems like a great utility for your deck.Engineered Might seems fun too even if you don't a wide board. At least one creature is getting in with +7+7 Vigilance and Trample Lastly, there's Rhonas's Monument for pumps and card draw for all your cats!

The colors also have some nice cards if you decide to go into more Energy based. Hope it helps!

troublinparadise on Hour of Devastation Standard Lifegain

1 month ago

It That Rides as One  Flip + odric + ayli = all your creatures have first strike, deathtouch, and lifelink... Dang.

More cards to think about:Dazzling Reflection

Decommission

Argy on Artificer

1 month ago

I've now done some testing.

You would have 20 Lands in an extremely aggressive deck. This is not that kind of deck.

This should have 23-24 Lands. I was often mana screwed.

Take some Non-Creature spells out as there are far too many.

You need more Creatures, especially due to the fact that a lot of your spells target Creatures.

Some of your spells like Decommission are a little too specific for the Mainboard and can be moved to a Sideboard. Bring them in only once you see a need for them.

I would love to see you use Lands like Foreboding Ruins that have a chance of entering the field untapped, but you may not have the budget for them.

If you make some changes, and want me to look at them, feel free to link me again.

LeaPlath on Good Red/White Basic Combo

1 month ago

OK, some basic deck building lessons.

Don't run narrow cards like Decommission mainboard. That is what your sideboard is for.

You want to be at 60 cards ideally, for consistency. The more cards you have the less likely you are to draw the ones you need.

Pure lifegain cards like Implement of Improvement are bad. They help you not lose, not win.

Consistency is important, again. Run 4 copies of your best cards, trim the chaff.

Auras are generally card disadvantage because if they remove your creature you lose the aura too.

The_Dark_Adonis on Jeskai/four color control (?)

1 month ago

Looks quite stable for mana curve, surprisingly uncommon. Also looks like it has an answer to most matchups which is impressive.

Only things I would look to change are

Decommission is lower cost, hits the artifacts and enchantments i'm assuming Cast Out is there to deal with, and it's closer to permanent. The only downside is losing cycling.
I would only run 2 at most. It's extremely efficient, but only if your opponent has no open mana.

AgentGreen on Hour of Devastation Spoilers

1 month ago

DarkLaw Yes if you have the ability to sac a creature; you can sac the targeted creature in response and the spell will fizzle (no legal target)

Just like me sacing a Unbridled Growth to get a card in response to it being targeted by a revolt-triggered Decommission. I get the card, my opponent does not get the life gain

JamerzGamerz on mardu control

4 months ago

Thoughts on Fragmentize over Decommission in the sideboard?

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