Increasing Vengeance

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern 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
Dark Ascension (DKA) Rare

Combos Browse all

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 {{3}}{{R}}{{R}} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

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Increasing Vengeance Discussion

CaptainBanana42 on Neheb EDH need help

1 day ago

Hi, I would put some more of the copy effects in the deck like Reverberate . A little trick I learned while playing is if the Niv-Mizzet player counters Neheb you copy the counter with Reverberate or another similar spell. Then you target his counter with your copy of his counter spell. And of course you can use it to copy your big spells immediately or if it would get countert so that the copy resolves nonetheless.

Fury Storm , Increasing Vengeance , Reiterate . These are all good copy effects with upside.

Enchanter's Bane is probably a good card against the Tuvasa player. It does not cost much and will hit the Tuvasa player hard over time.

TheACTR on Mardu Spellslinging

1 month ago

Okay, I am back! I have more suggestions for you!

Firstly, I saw that you had Sunforger as a card you would like to get and I can't stress this enough: YOU NEED SUNFORGER. With so much removal at instant speed Sunforger becomes a busted card for your deck!

As far as other suggestions, I recommend the following:

Sins of the Past is basically Yawgmoth's Will or Mizzix's Mastery but a bit more mana required to cast for a huge benefit of free casting from the graveyard.

Shreds of Sanity/Ghitu Chronicler helps get extra uses out of instants and sorceries

Comeuppance is the best rattlesnake card ever

Fire Covenant is a decent board wipe if you have life to spare or really want to shut down specific creatures. It may not work for your deck though as you already have tons of removal

Deadly Tempest Same as above in that it may not be useful to you but could potentially wreck certain opponents

Increasing Vengeance Another fork variant but castable from the bin. I would take out Fork or Reverberate for it

Torment of Hailfire Obviously a good finisher especially with the amount of redundant copy spells you have. Better than Cut//Ribbons

Batwing Brume A nice psuedo fog that potentially stings the offending opponent

Hide / Seek Some things are better tucked into the library or exiled rather than destroyed

Electrostatic Field/Thermo-Alchemist/Guttersnipe Incremental advantage that could mean the difference between a loss or win plus some board advantage

Monastery Mentor/Young Pyromancer More board presence that may or may not be what you want to be doing for your early turns

Imminent Doom/Sphinx-Bone Wand This may not be useful to you but could serve as a secondary/tertiary Sentinel Tower

aef823 on Confuson fuuu-

1 month ago

Gabichu I just got back to playing MtG a couple days ago and I'm still trying to remember how to play the game tbh, so I've been updating it recently.

The trick a while back was to stock up on mana from Prying Blade and stack Amulet of Vigor with a dual mana like Gruul Turf, since each untapping of the lands stack, to then using Increasing Vengeance twice with another spell, depending on the current situation.

The main problem that I remember about this type of deck is the turn 5 meta, so I thought about replacing Prying Blade with Fountain of Renewal for stalling, but I really don't think a small consistent source of life is better than a burst mana source, right?

I might just add back 2 Prying Blade and put 2 more Silent Departure

Sarkhan Unbroken Is there because I have it already, and because it's either a mana battery or a token maker on the turn it's summoned, a 5 CMC for either 5/3 pseudolife and 1 Flying Token/ Draw + 1 Mana is a good trade to me.

mande on Firesong and Sunspeaker

1 month ago

I would cut a lot of cards here, try to streamline the boros spellslinger build. Tajic, Victory's Herald, Serra Ascendant. I'd cut Boros Keyrune and Manalith for more efficient rocks (Probably Hedron Archive and Boros Cluestone, since boros is atrocious in card draw. Also run Red copy effects, such as Increasing Vengeance. I would also include Jaya Ballard, Fire Servant, Warleader's Helix, to name a few.

Monti_Jones on Time Lord Mizzix

2 months ago

Hello there! Love to see any Mizzix deck as a Mizzix player myself. You say you want this deck to have a "tournament level" competitive approach, maybe I can help you out a little. With all due respect, I want to be frank and I don't think your deck can be called competitive at all right now. I don't know your budget situation, but I will try to break it down as much as I can and give a wide array of options.

- Mana situation: Let's start with the basics, namely your basic lands. As you can see on the nice pie chart, your cards are about 2/3 blue and 1/3 red. Still you have your lands almost at 50/50 islands and mountains. Only 4 lands can produce both and , consider City of Brass, Reflecting Pool and Forbidden Orchard. Moving on, your ramping mana rocks could be better too. Any cheap rock - cheaper than Mizzix herself - let's you cast Mizzix earlier and is a huge benefit to finishing faster. On top of that they can help you cast those big spells should your commander not be around for some reason. Consider any rock that costs 2 or less. Another way to solve the mana issue involves ritual effects. Cards like Seething Song or Turnabout, just to name a couple, give you a sudden burst of resources but demand a combo oriented setup and play style. Although if you want the fastest way to win, rituals are the way to go.

- Curve: Overall your spells are quite expensive. Now I know Mizzix makes casting big spells almost trivial, but if you really want to field this deck in a competitive environment, you should not count on having her out at all. People will target you, just because of your commander. Consider cards with lower cmc to stay relevant when you are under pressure, even if that means giving up on splashy spells. Many cards you are playing now, could be replaced by strictly better ones. Especially look out for cards with as few and in their casting costs as possible.

- Bulk goods: Some of your cards weigh down on your deck like a boulder. I myself like to call them "do-nothing-cards". Cards like Eye of the Storm or Thrummingbird do nothing on the turn you play them and after that only do something your deck already does on it's own. It's almost like you are playing an extra turn for your opponents. Cutting those kind of cards will streamline your deck and minimize awkward turns where nothing happens to progress your position.

- Win conditions: If you want to go for a competitive deck, having your deck trimmed towards as few win conditions as possible is of utmost importance. The most common ways to win with Mizzix are storm, burn, infinite mana & draw and taking turns (all of them). Pick 1 or 2 ways to win but build the whole deck around them. If one way to win supplements the other, even better. But spreading yourself thin over too many ways to win only slows you down.

- Key cards: I see you aren't playing some of the most played and best cards in any Mizzix deck. I'll list some, in no particular order of importance. Merchant Scroll, Gamble, Expropriate, Treasure Cruise, Dig Through Time, Fact or Fiction, Frantic Search, Faithless Looting, Reiterate, Mizzix's Mastery, Past in Flames, Mystic Retrieval, Increasing Vengeance, Chaos Warp, Bonus Round, Goblin Electromancer, Epic Experiment, Aetherflux Reservoir.

- Budget: Just as a heads-up, if you really want to make your deck competitive, you have to consider investing a good amount of money. Most of the time the best cards are the most expensive ones. While you can get by with some budget replacements here and there, at some point only the best cards are good enough. This isn't something you need to force right from the start, but can work towards over time.

Finally, I really hope I gave you some helpful advice and that you are not intimidated by my wall of text. Mizzix is a great commander and if you want, you can transform the deck into a fearsome weapon. Cheers!

goblinguiderevealpls on Nekusar

2 months ago

cedh nekusar primer

heres my competitive list, with some guidance

but personally the first thing to note is Dictate of Kruphix effects are bad and feed opponents too many draws while depending on other cards to actually deal damage

you need less creatures and enchantments and more Brainstorm effects, countermagic/protection,cheaper $ stuff like Commit, Cyclonic Rift Dream Fracture and Arcane Denial are a good start. you need a lot more ramp such as Talisman of Indulgence, Chromatic Lantern, Dark Ritual, Seething Song Cabal Ritual

last but not least nekusar is THE wheel commander, the slow grindy rout is what gets you focused and killed, you need a lot more of the available wheels like Molten Psyche, Dark Deal, Whispering Madness, Incendiary Command Windfall Memory Time Reversal

to make it faster without spending a budget like my list i would recommend the fork route to double wheels for the lethal damage or infect, stuff like Twincast Increasing Vengeance Bonus Round Reverberate Mission Briefing Past in Flames Hive Mind Swarm Intelligence Mizzix's Mastery to name a few

cut expensive cmc creatures and enchantments as well as Howling Mine effects which should remain only on nekusar himself. add more global looting effects and ramp, maybe a fork or counterspell or two and you'll be able to kill a table safer and faster

Skullion123 on Grixis storm

3 months ago

I feel like Kess, dissident mage would just be a better commander for this deck overall. If you're going for Storm as a win condition, you'd benefit from a lot of 1 or 2 mana draw spells such as: - Ponder - Opt - Frantic Search (3 mana, but it pays for itself) - Gitaxian Probe - Faithless Looting - Impulse - Serum Visions - Thought Scour

Cards that make instant/sorcery cards cheaper such as: - Baral, Chief of Compliance - primal amulet - Jace's Sanctum - Nightscape Familiar - Sapphire Medallion, Ruby Medallion, and Jet Medallion - Arcane Melee (This one does benefit all players, not just you)

Instants and Sorceries that give you mana, or cards that pay for themselves: - Dark Ritual - Cabal Ritual - Dark Petition - Seething Song - Desperate Ritual - Pyretic Ritual - Priest of Urabrask - Rewind - Unwind

Cards that copy your instants and sorceries: - Thousand-Year Storm - Swarm Intelligence - Dual Casting - Increasing Vengeance - Doublecast - The Mirari Conjecture (Also recurs instants/sorceries from your graveyard, which, while is nice, isn't really that helpful as Kess (if you make her your commander) can just cast them from your graveyard anyway).

Some cards that are just very good in Kess decks should you switch to her: - Increasing Vengeance - Increasing Ambition - Entomb - Forbidden Alchemy - Intuition - Jace, Vryn's Prodigy  Flip - Mizzix's Mastery - Past in Flames

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