Increasing Vengeance

Increasing Vengeance

Instant

Copy target instant or sorcery spell you control. If Increasing Vengeance was cast from a graveyard, copy that spell twice instead. You may choose new targets for the copies.

Flashback [[symbol:3] (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Browse Alters

Trade

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Want (3) bloodmoonhowler , psycocat , Galvain

Printings View all

Set Rarity
Commander 2019 (C19) Rare
Dark Ascension (DKA) Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
2019-10-04 Legal
Block Constructed Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Increasing Vengeance occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%

Increasing Vengeance Discussion

Lanzo493 on Help improving my deck

2 months ago

Yes, Dcku, that is true, but you won't be able to kill anyone with infinite copies of Reverberate that copy each other unless you have a Ral, Storm Conduit out. Cards like Guttersnipe only count when a spell is cast, not copied. Only Ral can win with infinite Reverberate .

However, if we're talking about flashbacking Increasing Vengeance it's different. If you get just one copy of that card, it's future copies can copy itself and copy something else (like Comet Storm or Think Twice ). It'll go infinite with whatever you want.

Dcku on Help improving my deck

2 months ago

I can definitely see your point about elsha being stronger to play with but sevinne's abillity can synergise well with insta spells or enchatments that give sorcery spells flash, as he is able to copy the first spell each turm(meaning the opponent's too). He can also copy spells like Increasing Vengeance which will let him make four copies of a spell. I dont say your opinion is wrong but i will stick with him for a while.

I have seen explosion/expansion before but i didn't think it was good. How exactly does it work? You do the second from the graveyard?

multimedia on Help improving my deck

2 months ago

The reason you play Kykar, Pyromancer and Ascendancy is to get more value out of casting instants/sorceries especially Kykar because Spirits can be ramp. The Spirits/Elementals and draw/discard are bonuses for every instant/sorcery you cast. Which is good because the more value you can get out of the cards you cast the better your deck will be and the more fun game play will be.

Sevinne is very lackluster because you can only copy one spell a turn and that spell has to be cast from your graveyard. These restrictions are terribly slow since most flashback costs are a lot of mana and there's not enough good flashback cards to matter. If you want to play a spell heavy theme which is called "Spellslinger" then you're better off playing instants that copy other spells you cast or your opponents cast: Expansion / Explosion , Narset's Reversal , Reverberate , Increasing Vengeance . These are better than relying on Sevinne and having spells in your graveyard as well as having a way to cast them from your graveyard.

Thousand-Year Storm gives you the effect you want with copying instants/sorceries you cast and it copies any one you cast from hand or graveyard not just the first one you cast from your graveyard. Thousand-Year also copies the spell you cast equal to the number of spells you cast before it during the turn. This effect is called "Storm" in Magic and it's one of the most powerful mechanics in Magic. Mind's Desire is an example of a powerful budget card with Storm.


In the Mystic Intellect precon Elsha of the Infinite is a better card and overall better Commander General than Sevinne. You can cast noncreature/nonland cards on the top of your library with Elsha this includes instants/sorceries. Can cast sorceries on the top of your library as instants which with Spellslinger is very good. Elsha has Prowess, she gets bigger until end of turn the more noncreature spells you cast each turn. She can be a threat to do Commander damage by playing the Spellslinger theme.

You could change the precon into a Spellslinger deck with Elsha as General. With Elsha you don't have the restriction of playing cards that have flashblack instead you can play the best instant/sorceries that Jeskai can offer which does include some cards with flashback. Being able to cast instant/sorceries from the top of your library is better and faster than what Sevinne does. Elsha doesn't want a lot of creatures because her ability can't be used with creature cards, but some creatures who give you value when you cast instants/sorceries are good. This is an example of a budget creature base with Elsha:

Elsha works with Planeswalkers because a Planeswalker is not a creature card. Ral, Storm Conduit and Narset, Parter of Veils are budget Planeswalkers who interact well with instants/sorceries. Ral's -2 loyalty ability can copy an instant/sorcery you cast and he combos with Expansion / Explosion and other instant/sorceries that copy. Elsha works with artifacts which is helpful because mana rocks can be used for ramp to play Elsha/Thousand-Year faster and then afterwards when cast they count toward Elsha's Prowess.

theThane on riku of two reflections edh

3 months ago

If you wanna go all-in on the spell copying i have a few things. You need cost reduction, in addition to Electromancer you have Baral, Chief of CumpleaƱos , Arcane Melee , Mizzix of the Izmagnus , and Curious Homunculus  Flip for creatures. There're also the Medallion artifacts( Sapphire , Emerald , and Ruby ) and Jace's Sanctum is an enchantment that also has you scry 1 each time you cast an instant or sorcery. You can also look at As Foretold , Throes of Chaos , and Maelstrom Wanderer as ways to get "free" spells so you can use the mana that the spells cost to instead copy them. You're also going to want more mana acceleration so you can cast multiple spells or utilize multiple copy effects the best dorks are Rattleclaw Mystic , BoP , and Sylvan Caryatid and for 2CMC rocks you have the Signets( Izzet , Simic , and Gruul ) and the Talismans ( Creativity , Curiosity , and Impulse ). If you don't want to rely on artifacts for ramp since they don't synergize with Riku Kodama's Reach and Cultivate are pretty much auto-includes for G ramp spells, and Nature's Lore , Farseek , and Skyshroud Claim to get non-basic Forests into play faster, this does mean you'll need more non-basic Forests so you should get Breeding Pool , Stomping Ground , and Sheltered Thicket . Once you have costs down you can focus on the value you get out of your spells an easy way is looking at Twiddle effects like Rewind , Frantic Search , Snap , and Unwind , similar to Peregrine Drake and Palinchron , they untap their costs worth of lands so when you copy them or reduce their costs they start to generate mana. Now that you've generated a stupid amount of mana you need things to do with it so you have Epic Experiment , Expropriate , Time Stretch , and Rishkar's Expertise for value and you can use Fireball , Fall of the Titans , Finale of Devastation , and Electrodominance to just straight up kill people. Additional ways to copy spells are Dualcaster Mage , Dual Casting , Repeated Reverberation , Bonus Round , and Increasing Vengeance and Echo Mage , and some added value effects you can use are Rashmi, Eternities Crafter and Sunbird's Invocation .

Jace_Nalaar on Thousand-Year Kess

3 months ago

Ziabo, no worries dude. For a meta that plays that big, I can definitely see the need for slightly slower cards in favor of wider effect. In that case, I would see if you can slot in Mindbreak Trap for Undermine (yet another one I totally forgot about). Free is always better, and that'll eliminate the stack entirely. I think in a big meta like that Flusterstorm would only be better. More spells make it harder to deal with. Also, totally missed the Increasing Vengeance when I looked through. Hundred Card lists are hard to see for the whole thing sometimes lol.

Regardless, it looks like it's a lot of fun and I hope you hit flow on it next game!

Ziabo on Thousand-Year Kess

3 months ago

Jace_Nalaar you are absolutely awesome for this bro!

Now I do already have Increasing Vengeance in the deck. My meta usually runs 6-8 players and usually always blind. as for Consecrated Sphinx the last game I played I literally drew 20 cards before my next turn. (Thank God for Reliquary Tower )

I keep forgetting about Temple of the False God TBH I'm putting it in my buy list as we speak.

  1. Creatures: I have never heard of Backdraft Hellkite will def sub out for Hypersonic Dragon or try to work both in somehow.

  2. Instant/sorcs: Chain of Vapor Looks fun and could be interesting if they wanna copy. - With my larger play group Counterflux is needed to knock out the large or confusing stacks that are played to maintain order in a sense. - And you're probably right on the other recs (except Increasing Vengeance ). Thank you Jace_Nalaar

  3. Artifacts: Nothing to change here for my personal playstyle

4. Narset, Parter of Veils Will be an amazing partner in this deck, but not in place of Liliana Vess . I will work her in though.

  1. Decree of Pain is HEAVY but can't really afford Damnation but I would like a cheaper board wipe, only reason I run it is for the draw. - Cabal Ritual is on the buy list can't wait to put it in. Entomb is wanted just need an excuse to break down for it.
  2. Narset's Reversal , Cabal Ritual , Dramatic Reversal , Isochron Scepter , Laboratory Maniac and Jace, Wielder of Mysteries are currently next in line for purchase

Jace_Nalaar please let me know what you think. Thank you

Jace_Nalaar on Thousand-Year Kess

3 months ago

Love the match-up. I run TYS Kess as well, and it can run super smooth. I have a few quality of life upgrades I can recommend, but ultimately everything has to come down to what works best in your local meta.

For starters, I would reduce the land count by about 3-5. Particularly, I would cut Nykthos and then a combo of islands and/or swamps. Devotion works well in mono to two color decks, but TYS relies on you pulling spells more than lands or permanents, so you won't get as much value out of it here. Instead, I'd recommend Temple of the False God . Most times, you can get it online fairly regularly and having one land that taps for 2 colorless is pretty dope. I'd also recommend either the Dimir Aqueduct or Izzet Boilerworks . Karoo lands may set you back just a bit, but you want as much value as you can get out of it. Ultimately, I'd say drop back to 34 lands, and add Temple and a Karoo land of your preference into that mix.

Next, you have a decent creature-base, but I would tweak and trim that a little bit as well. I'd sub out Hypersonic Dragon for Backdraft Hellkite and remove Crypt Ghast and Consecrated Sphinx . All of those are solid choices in most cases, but Ghast hits the same issue that Nykthos does. Hypersonic is decent for value, but opening your graveyard further with Backdraft so you're not limited to just 1 card per turn is huge on your storm turn. Lastly, Sphinx is an absolute monster of a card, but it might come out a little too late to really get you ahead. I'd add a Mystic Remora , but that's personal preference. Honestly, Sphinx could go either way depending on your meta.

As for Instants, I'd sub out Boomerang for Chain of Vapor , Counterflux for Flusterstorm , Countersquall for Negate , Dissipate for Swan Song , Reverberate for Increasing Vengeance , Rewind for Muddle the Mixture , and Undermine for Disallow . My reasoning for Chain is that most people won't sacrifice a land to copy it, and if you really need to save something, you can do it to yourself, sac a land, and then bounce someone else's permanent. Not to mention, it's a good way to keep something heavy off the board if they use a ritual to sneak a threat in early. As for the counterspells, some of them in there seem a little narrow compared to the ones you had (i.e. they target specific card types), but the most threatening things you'll deal with on your main storm turn are instants and cards with flash, so conditional counters work as good defense for off-turn threats. Also, Muddle the Mixture is a great tutor if you have a lot of 2 CMC cards, because it will fetch you any of them for just 3 mana. It also doubles as a counterspell sometimes. For Increasing Vengeance , I always recommend this over other red copy spells because it gets so much more value out of the graveyard, even more so if you cast it with Kess. Instead of having to pay the flashback, you play its normal CMC and get a double-copy for the price of one (not to mention its interaction with TYS).

Artifacts, I'd swap Manalith and Vedalken Orrery for Talisman of Dominance and Talisman of Creativity . Extra mana rocks will help you get around land destruction, and provide you extra mana acceleration earlier. They also don't require you to filter mana the same way the signets do, but in exchange they do hurt.

I'd see if you can fit a Narset, Parter of Veils in place of Liliana. She works wonders for digging purposes, and totally shuts down everyone else's draw.

Lastly, for sorceries, I'd remove Barter in Blood , Decree of Pain , Fabricate , and Mana Geyser . In their place, I'd put Anger of the Gods , Cabal Ritual , Entomb , and Desperate Ritual . Anger absolutely nukes graveyard value, and if you hit it off storm it only gets stronger. Cabal Ritual works as a much more efficient black ritual once you hit threshold, which you should hit fairly quickly if you're cantripping and looting often. Entomb is just as good as tutoring to hand with Kess because if you're looking for a spell, just pitch it and cast it without conditions.

Wow, that was a lot longer than I expected. For some final additions, I'd recommend Red Elemental Blast / Pyroblast , Narset's Reversal , Arcane Denial , and Fire Covenant . REB/Pyro works as a good defender on storm turn and can remove a pesky blue permanent that's complicating your life. Narset's Reversal is excellent at protecting your own spells from counters, providing you extra iterations of those spells if you have excess mana, and copying particularly useful spells from other players if you don't want to be effected by them. Arcane Denial is an excellent cheap counter that, though it draws you and an opponent cards, works as a decent political tool and can buy you an extra turn when you're storming off. Lastly, Fire Covenant is a great targeted wipe spell. If you put enough life in it, you can take out just about any number of creatures that are giving you headaches without losing your own in the process.

Overall, I see a lot of potential in the deck and think it could be super smooth with a few changes. The biggest enemy in EDH is inconsistency, so you have to fight that harder than most of your opponents. Also, life is a resource too. Starting at 40 makes it really easy to pay life into spells. I hope this almost dictionary of changes helps, and I look forward to seeing it progress!

Good luck!

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