Increasing Vengeance

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2019 (C19) Rare
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 [[symbol:3] (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Browse Alters

Increasing Vengeance Discussion

Jace_Nalaar on Thousand-Year Kess ~Help Needed~

1 week 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 ~Help Needed~

1 week 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 ~Help Needed~

1 week 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!

Lordbold on Matriarch of Kelfae

1 week ago

Hye there, very nice deck, have my upvote. Also I wanna point out that there's a mistake on the description, as you wrote Increasing Vengeance instead of Increasing Savagery

MyUsernameWasTakenTwice on Sevinne, the Chronoclasm Acid Flashback

1 month ago

Merjan1 I built a very similar copy of this deck about a week ago. As far as I can tell, the current win-con is to copy as many "cast instant/sorcery spell, opponents take damage" creatures as you can ( Guttersnipe , Electrostatic Field , Firebrand Archer ) with cards like Quasiduplicate and Cackling Counterpart , then activating recursion with Pull from Eternity and Sevinne's ability stacking several times.

The last time I played, I won by playing Quasiduplicate on a Guttersnipe, then casting it from my graveyard as my first spell (and also casting Increasing Vengeance for value). Used Pull from Eternity to get Quasi back in the bin, cast Time Warp and basically did it again for lethal. Other than that, I've had times where I've had +8 turns and done basically nothing because I was digging for an answer every turn. If I had to guess - this list probably uses Devil's Play and Ral, Storm Conduit to deal damage, but I wouldn't be opposed to putting in Storm Herd or Molten Disaster or something to just boost my ability to win properly off Thousand-Year Storm .

The_Fallen_Duke on Ride the Lightning

2 months ago

Thanks for the suggestion: I already have at least Expansion / Explosion , Increasing Vengeance and Reiterate immediately available, so I guess they can begin to go into the deck and see how it improves.

AxNoodle on Ride the Lightning

2 months ago

Dual Casting , Bonus Round , Dualcaster Mage , Expansion / Explosion , Fork , Fury Storm , Increasing Vengeance , Insidious Will , Izzet Guildmage , League Guildmage , Nivix Guildmage , Reiterate and Repeated Reverberation all immediately win you the game with another instant or sorcery, Ral and your signature spell. You don't need all of these, bu adding some of the more budget-y options might be good. Most also work well with the rest of the deck. Just a thought.

Burger_1987 on The Chronoclasm

2 months ago

Nice and I agree Sevinne, the Chronoclasm is highly underrated!

I built mine to combo with Ral, Storm Conduit and Increasing Vengeance which also triggers Sevinne, the Chronoclasm to go infinite with the assumption another instant or sorcery is on the stack similar to the Ral, Storm Conduit , Expansion / Explosion combo.

My other strategies include wheeling instants and sorceries into my graveyard and taking advantage of it with Ral, Izzet Viceroy for removal or the ultimate to finish up the game. Rise from the Tides also finds this strategy to be very useful.

One card that stands out for me as a tutor is Wild Research it's brilliant to go find Pariah or Propaganda with. We can also tutor for Sevinne's Reclamation if we are unlucky enough to discard one of these enchantments.

I like all your other considerations and will definitely include some of them in my own build.

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Increasing Vengeance occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%