Gratuitous Violence


Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Conspiracy: Take the Crown (CN2) Rare
Onslaught (ONS) Rare

Combos Browse all

Gratuitous Violence


If a creature you control would deal damage to a creature or player, it deals double that damage to that creature or player instead.

Price & Acquistion Set Price Alerts




Gratuitous Violence Discussion

UpsetTomcat on Gratuitous Amounts of Violence!

2 weeks ago

Since you're running both Gratuitous Violence and Dictate of the Twin Gods in Boros colors, I've got to recommend the Boros Reckoner or Spitemare + Shivan Meteor combo.

CyberLynx07 on Gishath, Champion of the Gods

2 weeks ago

That is true, she seems like a viable option to replace Gratuitous Violence, it's just that violence is typically harder to remove and applies to my creature-based burn (Burning Sun's Avatar, Zacama, etc.), but I'll test Gisela out in its place for a while, see how it goes

tanman on Zada bing, Zada boom

3 weeks ago

looks pretty good so far but I think some good adds would be Monastery Swiftspear, and Soul-Scar Mage they get big fast and any creature with prowess is good. Other good cards to consider are Ogre Battledriver cause haste and buff is good, Dictate of the Twin Gods Furnace of Rath Gratuitous Violence you probably wouldn't need all of these but being able to double damage outputs could be very helpful in picking up quick kills. Barrage of Boulders this is a great card because if your opponents can't block then living can be a very difficult task. Price of Glory cause play on your own turn gosh dangit

You also have cards like it but others that give good buffs are Reckless Charge, Borrowed Hostility, Rouse the Mob, although I would stick to mostly the one mana ones cause they are just easier to cast and you can cast more.

I also noticed you had some goblin tribal which is good but you could add Goblin Rabblemaster, Goblin King, Coat of Arms, Ib Halfheart, Goblin Tactician, and Goblin Assault, those combo well together to make all of your goblins more powerful.

The last main effect I noticed was some etb effects here are some I noticed weren't in there Genesis Chamber, Panharmonicon, Warstorm Surge, Flameshadow Conjuring, I would recomend either going for this effect all out and adding as many ways to etb hurt people as possible or not runing any except maybe Purphoros, God of the Forge cause it can be a place to dump mana if you don't have anything to cast.

I noticed you had some spells that target a creature and draw a card which I understand cause it is good but some aren't meant to target your own creatures and I think you would benefit from some better draw like Chandra, Flamecaller, Avaricious Dragon, Outpost Siege, Magus of the Wheel, Dragon Mage, Reforge the Soul, Hazoret's Monument, Ghirapur Orrery, these are better than some of the targeting draw spells you have in cause they are more consistent.

Alright so now that you can see some good cards time for what I would cut Goblin Rally for Goblin Rabblemaster even though rally gets more goblins at once rabblemaster is cheaper and buffs himself. Also Kari Zev's Expertise is the only take control spell and while you can cast something for free the only reason I could see to run it is to target your own board and cast lots of cheap instants for free but how often would that work? Also Stun, Panic, these can draw you lots of cards but these aren't meant to target your own things and there are better ways to make it so your opponents can't block and so the only reason I see these for is to draw cards and there are more consistent ways to draw cards. Rile, same thing even though they get trample the deal a damage to all of your creatures which would kill a good amount of them without buffs which you could also do but wouldn't it be nice to draw without having to worry about board wiping yourself.

Alright now talking strictly are you doing... when you look at the curve to the left it's "Man my curve is so good I'm always going to have a spell to cast each turn." then you look at your creature curve. 1 1drop, 4 2drops, 8 3drops, 6 4 drops, 7 5drops, 1 6drop. With that curve of creatures you probably aren't going to cast a creature spell (I included the sorceries that give creatures in this.) until turn three which means you cast your commander turn 4 and can start attacking turn 5 with 2 creatures (this doesn't account for ramp, or multi-creature spells) so you then have to take another turn or two to keep casting creatures. That is to slow for this deck you need to start picking up damage alot earlier if you want to win. There are also creatures in here (While amazing.) don't work as well in your deck as going more goblin tribal like Neheb, the Eternal He is really good but when are you going to cast things after combat. you should have enough haste to never need his ability for mana. That is the first one I would cut to make room for a cheaper spell other than that you need to lower your curve (or add more ramp and haste) cause even though you would get more value off your spells you would be to slow in attacking so I would stick to four or five that give you the most creatures.

I think it would be great if you made this a mostly goblin tribal deck cause #1 they flood the board with 1/1's for you to target. #2 you can get some great synergy cards and make it so your goblin's are helping each other. #3 Who doesn't love tribal decks especially ones that are outside the box like this one would be. #4 Goblin Bombardment who is going to boardwipe ten to twenty goblins when in response to the wipe you sac all of them and hurt them alot.

Well those are my thoughts on it as you probably see I didn't add every effect or explain the many uses of some cards cause I think you will see their value I merely am pointing out the main changes I would make to the deck, let me know what you think of them and I hope I didn't offend you cause that is not my intention and I would love to comment again if you make changes.

Samba71 on RuThar the Stopable

3 weeks ago

Here are some ideas :) Copy Ruric's 6 damage ability using Rings of Brighthearth or Strionic Resonator. Gratuitous Violence would double the 6 damage if you can find the red mana? Have some creatures like Loam Dryad which can tap Ruric down and prevent him from attacking if necessary. Check out creatures with the 'Bloodrush' ability, as it is strong in these colours and you can cast it from your hand as an (instant) activated ability rather than a spell. Stranglehold will give you some control over the combo decks. Lastly if you want some mayhem try Possibility Storm hehe

DespairFaction on Yo War get over here

3 weeks ago

Hey its PJ from Commander Replay. You're deck looks to be in great shape, so I have a few suggestions that I think it will help trim some fat and add more punch.

First up the cards to cut. Id get rid of Mind's Eye The way this deck plays you're going to want to tap out your mana every turn and you don't really have time to leave mana open to try and draw, plus its clunky at 5cc. Also cut Reforge the Soul I find it to be too slow. You usually need to take an entire turn off to play it, so its just too slow and clunky. Wheel of fortune is great, but if you can't afford it just stick with magus of the wheel. The cost of 3 then 2 is much better than 5 all at once. Your card draw will come primary from Mask of Memory, Sword of Fire and Ice with Sunforger and Sword of the Animist also generating card advantage. Next I personally would cut the Ancient Den, Great Furnace and Mox Opal package since you don't want your lands getting taken down by vandalblast. I would use Thought Vessel in place of mox opal. Next up cut Divine Reckoning its just never going to do what you want it to. Use a full board wipe instead. I would cut Gratuitous Violence its always been a bit too slow for me and the RRR is hard to get on turn 5. Next were going to cut Relic Seeker for open the armory, its a great card early but gets less good the longer the game goes, its usually one of the last cards i cut trying to get down to 99. Ive always found Savage Beating to be too slow.

Next up, the maybe cuts. Sword of Light and Shadow I have tried to live the light and shadow dream for a long time and it just usually doesn't come through. I have found that you really want higher creature counts to get good benefit out of it. Great card, but not the right home. Ive never had great experience with Assemble the Legion if you're having more success than me, keep it, if not cut it. Pay attention to The Immortal Sun and Alms Collector I haven't tested either of these, but if they are playing well keep them, if they aren't cut them.

Once you know what to cut, it frees up a lot of room. So you can use my suggestions for additions if you want to, or you can try out some other things that you want to. But here are the cards that I would add:

Duelist's HeritageIt will replace gratuitous violence nicely.Open the Armory will replace relic seeker. find your equipment immediately. Glorybringer is just insane with Aurelia. On turn 5 it kills most things. Balan, Wandering Knight, Kazuul's Toll Collector, Armory Automaton all 3 are great in equipment decks. Next up your sunforger package, Comeuppance and Sulfurous Blast are all stars for me. If sun forger with mistveil plains, comeuppance says you can't kill me in combat. Sulfurous is often one of the first things I go for after resolving sun forger, beyond obviously leaving up boros charm and teferis. Neheb, the Eternal gives you a second way to hit the aggravated assault combo, is a good beater, and even just some incidental extra mana is nice. And finally I would add in the full board wipe of you choice Blasphemous Act, Wrath of God All Is Dust and Ugin, the Spirit Dragon are all great choices. Pick the one best fits.

The mana base. Emeria, The Sky Ruin is a must. If they are in the budget khans fetches like Windswept Heath are really nice. If not, I would get the mirage fetches like Flood Plain. Focus on the white fetchlands since they get mistveil plains. Because you have 1 hit potential, Cathedral of War is a solid choice but it does have cost sometimes of being colorless. New Benalia is also solid.

Other things that I like a lot but aren't must includes. Bruse Tarl, Boorish Herder, Inferno Titan, Etali, Primal Storm. Treasonous Ogre is a card not many people know about, I've used it successfully, but I would make sure you have some life gain to balance it out.

Heres some personal preference things:I run Tithe and Gift of Estates in place of Weathered Wayfarer each have pros and cons. I like running Wear / Tear even though you can only cast half of it off sun forger. I prefer Swiftfoot Boots over Lightning Greavesbecause of the awkwardness of shroud.

I need to update it, theres a few cards I no longer use. but I have a very similar Aurelia list you can check it out here. Aurelia Weapons of War

For me with a deck like this, early game I focus on mask of memory and/or sword of the animist to generate some early advantage. These also don't draw as much artifact hate as the big hitters. Then ill bring down sun forger, feast and famine and fire and ice or argentum armor later to close things out.

Anyway hope these help!


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