What it does
Revolt is a conditional ability check: a spell or ability with Revolt does something extra (or only works) if a permanent you controlled left the battlefield since your last turn began. That includes any permanent—creatures, lands, tokens, even artifacts—not just creatures dying.
The biggest misconception is what counts. A permanent must actually leave the battlefield, meaning a creature dying, a fetchland sacrificing itself, a token disappearing, or something being bounced/exiled. Tapping a creature, attacking, or a permanent merely changing zones within the battlefield does not trigger Revolt. The permanent only needs to have left at some point this turn—it doesn't have to still be gone.
In Commander, Revolt synergizes beautifully with fetchlands, sacrifice outlets, token generators, and flicker effects, since you'll routinely have a permanent leave each turn. Plan your sequencing so a sacrifice or fetch happens before you cast the Revolt card.













