Insult / Injury


Format Legality
Pre-release Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Amonkhet (AKH) Rare

Combos Browse all

Insult / Injury



Damage can't be prevented this turn. If a source you control would deal damage this turn, it deals double instead.


Aftermath (Cast this spell only from your graveyard. Then exile it.)

Injury deals 2 damage to target creature and 2 damage to target player.

Browse Alters

Price & Acquistion Set Price Alerts


Recent Decks

Insult / Injury Discussion

Wido92 on U/R Drake Control

1 week ago

Aguss, you should add 2x Cancel and 2x Essence Scatter. I would take out Pull from Tomorrow, Negate & Insult / Injury for them.

The rest is fine I guess... maybe you could add 4x Highland Lake and take out 2x Island 2x Mountain

elgosu1337 on Super Smash Boros | Firesong & Sunspeaker EDH

1 week ago

Really nice deck especially with the Painter's Servant value. You could probably add more red/white instants and cut some of the payoff like Young Pyromancer and Monastery Mentor since they don't really advance the strategy. Thalia's Lancers don't have many targets in the current decklist. Anarchist also seems overpriced for the effect.

Puresteel Paladin should be fairly reliable for helping you equip the Sunforger for 0, and draws a few cards. You could add a few more equipment like Basilisk Collar to kill creatures easily and gain more life, Grafted Exoskeleton to kill players much faster (and also withers creatures), or even Sword of Kaldra to exile indestructible creatures. Darksteel Plate protects your commander from your own burn as well. Eight-and-a-Half-Tails is easy to use with Painter's Servant. Sunbond is interesting because it lets you potentially go the voltron route, but you might want to keep it a spellslinging deck.

Isochron Scepter is a very notable absentee, but perhaps you don't have enough instants to make the most of it.

You could also benefit from a few more spells that do damage to everything, such as Volcanic Fallout and Sulfurous Blast, which can also be cast with Sunforger, and gain you lots of life and really hurts your opponents with Repercussion. Aftershock doesn't net enough value. Vandalblast seems a lot stronger for 1 more mana.

The damage doubling of Insult / Injury could be really helpful before casting even more spells. Spells that copy spells like Howl of the Horde and Increasing Vengeance could be quite impactful.

Ultimately, it seems like the Spiritualize combo will be the main Sunforger target since it can win once your commander deals combat damage or you cast any red spell with Painter's Servant out, or Lightning Helix or Warleader's Helix without the Servant, or you Swords to Plowshares your own creature. Not sure if you'd want a few more white instants to combo with Spiritualize and your commander.

I hope the above helps. Look forward to seeing where you take this deck!

Easybr0wnies343 on Ephemeral Forcemage

2 weeks ago

Looks great! One thing you could try adding is Insult / Injury if you wanted a really bursty turn, however I don't know if that would be too slow for your deck.


ay.lobo on Fire in the hole

1 month ago

I currently have Quest for Pure Flame in my deck, and it works pretty great. You can play it turn 1 and just have it sit as a ticking time-bomb, just waiting for a game ender like Tempt with Vengeance. It's better than Furnace of Rath as that devotion to red would get Purphoros and it also benefits your opponents, which would be terrible. Currently, I'm testing out Insult / Injury, which is similar, but also has the "aftermath" ability, which is useful for later games.

I do recommend Mana Echoes as another random card for huge mana growth. For example, Beetleback Chief will give you 9 mana just by playing that card (not counting any other goblin on the field yet).

jaylawlerrr on 73-26-1 RDWinning - Rivals of Ixalan

1 month ago

Yeah I hear ya. My sideboard has a couple Insult / Injury, Sweltering Suns for the mirror match, Harsh Mentor & a singleton Hope of Ghirapur < I have been VERY happy with that card, especially since red doesn't offer any sort of counterspell (besides Glorious End ;p).

precociousapprentice on Queen Marchesa: Politics, Aikido, and Control

2 months ago

Muglacious_NiceFaceToad, thanks for the comment. I apprecite every bit of engagement in the conversation about the deck I can get, and appreciate the time spent considering and commenting.

I did consider the damage doublers, but found that they have a tendency to increase everyone's anxiety at the table, and caused some people to target me. I also have less overt threats to take advantage of them than many decks, and so I found I was a victim of them as much as my opponents were, or more. Gisela, Blade of Goldnight was a relatively late addition to the card list, partially due to the anxiety it causes at the table, partially for the cost, and partially because it is less subtle than I think is best for this deck. It has functioned well as a finisher, but it does so partially because of it's defensive power. In every way that Furnace of Rath or Dictate of the Twin Gods is a threat to me, Gisela, Blade of Goldnight protects me. Insult / Injury is a one time effect that only triggers on damage I cause, so it seems to be much less versatile than I would prefer for my offense. I had not seen or considered Angrath's Marauders, but it is very comparable to Gisela, Blade of Goldnight, only inferior in every way. It costs the same, is smaller, does not have evasion or first strike, and it only triggers off of damage that you cause, not just any damage. While it is not dangerous to you, it does not enhance the attacks of opponents that are pointed away from me, and does not decrease the attacks of my opponents pointed at me. It is not at all a Pillow Fort card, so it turns out to just be a threat and enhancer of my offense. Similar, but it is strictly inferior, and I only need a few effects like that.

While flashing things into play can be exciting and surprising, I often gain more value on those effects by announcing them innstead of surprising people with them. When people assess a board state, I want them to choose to attack someone else, not trick them into a bad attack against me. Winding Canyons would potentially be good as a threat of response to an attack, but letting them know I have that threat is often better than letting them guess. Why bluff when you can just show them, and then make their decision to attack someone else easy. This is basically the value of Vampire Nighthawk.

When considering Stuffy Doll, I had two problems with it that kept it out. First, it targets a single player, and picking fights is often a recipe for disaster for this deck. Obviously Curse of Opulence goes against this, but the value of ramp and redirection of attacks early often overshadows any retaliation effect from it. The second issue I had with Stuffy Doll is that to get it to work, people have to attack me. I want to discourage this. It is better to have people just directly attack another player instead of having them attack me, me blocking, and then the other player taking damage. Stuffy Doll is a good combo piece, but I really think that it is a terrible Aikido piece. It encourages exactly what we don't want.

Phyrexian Obliterator is just too damn expensive. You are often late in the game before you can ensure you can play it, and then you should be sealing control of the game, not intimidating other players into not attacking you. As a big threat, it can win games over a few turns, but I want my wins to mostly be a couple of turns after I go offensive, not 4-8 turns per player later. Gisela, Blade of Goldnight is an evasive threat that smashes face for 10 by itself each turn, and makes every other threat double, all while being a defensive damage reducer. Master of Cruelties can basically take a player out in one turn. Serra Ascendant comes down early, is evasive, beats for 6 most of the time, and also regains a ton of life. Kazuul, Tyrant of the Cliffs can smash for just as much, but is also at least as defensive, or more, considering it can create a blocker for each attacker. Phyrexian Obliterator seems like a big rattlesnake, but as a threat, it only beats for 5, and no one wants to block it, so it effectively just has unblockable, and as a defensive piece, it is less effective than Michiko Konda, Truth Seeker. It just had less offensive impact than I wanted, and came down too late to matter as much defensively. When this card comes into play, I should have things in the bag, or this card doesn't matter much. Either way, I just raise my threat level without actually changing the chance of me winning by that much.

For your suggestion of Defensive Formation, if I want a CMC instant combat trick to pull defensively, I would add another Fog effect, most like Darkness, simply because a black fog is unexpected, and because I have a very pretty Legends printing with an amazing William Shakespeare quote about death as flavor text. Why decide how people attacking you declare damage when I can just prevent it all?

I hope you don't interpret these comments as discounting your input and suggestions. I appreciate the suggestions and consideration, and enjoy the discussion. I think the deck as I play it is very subtle, and often things that are powerful end up making the deck as a whole less powerful. They raise the threat level, decrease my safety directly or indirectly, are not able to be taken advantage of offensively as much as they are in other decks, are not stand alone pieces but require specific cards in hand or play to make them optimal, and overall at best either do not encourage the table behavior that I need, or at worst encourage the table behavior that I am seeking to avoid. The deck survives and thrives as much because of what is in it as it does by what is not in it, and the key is understanding how it all makes other players play. Consistently making other players choose to attack each other and not me, then taking advantage of their game state to quickly win the game, that is the key to Aikido wins. If a card can't do this basically by itself, plus have a multitude of other uses, then it is hard to justify. I could be wrong, but that seems to basically be the case for all those cards you listed, hence why they did not make the cut.

Muglacious_NiceFaceToad on Queen Marchesa: Politics, Aikido, and Control

2 months ago

Great Deck!

I see you are running Gisela, have you considered any damage doubling effects? Dictate of the Twin Gods, Furnace of Rath, Angrath's Marauders, or Insult / Injury quadruple the damage when using Comeuppance, Deflecting Palm etc.

Have you considered any of the aikido creatures like stuffy doll? I'm excited to tell you how frightening it is when one of your opponents, who you have let hit you a couple small times comes in with everything they have and you flash in a Stuffy Doll or Phyrexian Obliterator with Winding Canyons and if they are going wide add a Defensive Formation.

I do find with damage doubling effects/copy spells that significantly increase how effective the aikido cards work.

Waiting for the right moment is the best!

Load more