Insult / Injury


Format Legality
1v1 Commander Legal
Vintage Legal
Modern Legal
Standard Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper 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.

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Insult / Injury Discussion

Skoodly on Super Budget dragon blast

6 days ago

also, Flames of the Firebrand might work better than Insult / Injury, although it does actually cost money.

plakjekaas on Red/Blue Prowess

1 week ago

Chart a Course precombat to fill your yard with spells for enigma drake, or postcombat to just refill your hand

Insult / Injury can make some really explosive plays in a deck like this, it can be discarded to Chart a Course for Aftermath value if you really need it, but double damage is a beast where Enigma Drake is considered.

In my build I also play Rampaging Ferocidon which taxes your opponents for playing creatures, and if a deck has lifegain, you'll still have the tempo advantage if it's prevented with this dino around, also Menace is more relevant than most people give it credit for.

I do play the full playsets of Lightning Strike and Shock, those are cards you want to see in your hand all the time. I decided on not playing Favorable Winds, because I have only 8 flying threats in my deck, which is not enough to warrant it a slot. My build looks like this:

UR Riddleburn XLN standard

Rhadamanthus on Insult with mulitple sources of ...

1 week ago

You can use double square brackets around a card's name to make a link. It's the easiest way to make sure everyone understands what's going on in your question: Insult / Injury

Yes, it will apply for both creatures. The way Insult is written means its effect will apply to the damage dealt by any source you control for the entire rest of the turn. If it was written to say something more like "the next time a source you control deals damage this turn..." then it could only be applied to one source, but that's not what it says.

Liquidbeaver on Ib Halfheart, Goblin Sac-tician [PRIMER]

2 weeks ago

Trying out Scour from Existence as a backup to Chaos Warp. I don't like having Chaos Warp be my only non-damage based removal, so gonna give Scour a try. The high cost doesn't really worry me, as ramping into it won't normally be a problem. I hardly ever need the mana for something if I am ready to swing for lethal on the table, but I am often being held back by a single permanent that Scour could help quite a bit with.

Also have Insult / Injury back in, in place of the short-lived Throne of the God-Pharaoh. Only sideboarding the Throne for now, until I make sure I actually don't like it, but it was really underwhelming with the way the deck is paced.

farm1558 on Izzet Doom

3 weeks ago

Soul-Scar Mage is quite a bit better than Firebrand Archer IMO. But neither are super amazing in this deck I fear. I've used Firebrand Archer a bit before and even in a deck like this, it quite often doesn't end up doing very much. You're likely better off with more burn or counters.

You should probably try to run Lightning Strike as well. Maybe replace Essence Scatter and put Negate sideboard. Or you could run Tormenting Voice or Cathartic Reunion as extra card filtering, allowing you to more easily curve out for imminent doom.

Harnessed Lightning when combined with Dynavolt Tower allows you to either funnel your energy into the tower to deal 3 to face or to use energy generated by Dynavolt Tower to feed Harnessed Lightning, pretty neat synergy there worth at least considering.

I'd say you also need at least a few (2 or 3) more 1 drop spells...maybe Spell Pierce,Magma Spray, or Unsummon? Honestly not sure about that one, I'm leaning towards Unsummon personally but Magma Spray is really good in certain matchups, but only having 8 one drops will make it hard to get your Imminent Doom rolling.

You also really need least against aggro. I'd consider Sweltering Suns or the new ixalan card Fiery Cannonade as a 2 or 3 of mainboard with the rest in your sideboard. Hour of Devastation might also fit quite well.

Insult / Injury would be quite a good 3 drop for you with imminent doom already out in play and provides 2 triggers for dynavolt tower. I'd consider dropping Hungry Flames for it. Or just dropping hungry flames for some sweepers. In reality with both Imminent Doom and Dynavolt Tower, there might not be any room for a card like Insult / Injury as you only need so many 3 drops.

What this deck NEEDS is Fireball, or Disintegrate or just some other flexible X burn spell. Pull from Tomorrow is a nice flexible option to trigger Imminent Doom at 3 and up, but having an x burn spell that can go face would make this deck play a lot more smoothly.

A good sideboard choice for you might be Enigma Drake as adding that card game 2 or 3 after the opponent more than likely removes their removal from their deck, could just prove to be GG for them.

If money were no object Hazoret the Fervent or Chandra, Torch of Defiance would both be amazing, but money is an object, so that's irrelevant. I hope you enjoyed my novel. Lol, fun deck to try to make work.

WiltLeafElves on Prerelease! How did you do?

3 weeks ago

2-2, played mardu vampires. game 1, I played against a control deck. What I lacked was tribal support in vampires (save for a Vanquisher's Banner, yet i either had not enough cards in any other tribe, no explore, or in the case of dinos, a ton of support but not a single actual dino card). Thanks to a Star of Extinction i went 1-2 that game.

Game 2, I played against some BlackGreen deck. It wasn't the best one, it was capable of beating my vampires with luck, but with skill, and the general higher power of my deck (because of Sunbird's Invocation), my deck had the natural advantage. I went 2-0 that game, the first game, the guy managed to pull out vraska while i was slowly killing him (having removed most of his creatures). the fcker cast a few creatures and +2 vraska to get a pirate until he used his ultimate (i was at 30 life, how dare he), and made me lose 1 life off of this trigger. game 2, he got out a flier early and i had no answers to it.

game 3, I played against merfolk, but for some reason, the guy seemed to have ran out of cards after I played Sunbird's Invocation and Vanquisher's Banner and kept chaining vampires together. this happened both games, went 2-0.

game 4, I had the worst matchup possible. I was playing my crappy vampires, and he had a very good dinosaur deck. He had the planeswalker, some support, and actually had some dino cards (which i didn't have). luckily, in game 1, after using some removal spells and getting rid of the dinos, he got flooded and lost. game 2, he got mana screwed after his third drop, and enviously watched me discard lands to a Rummaging Goblin to draw into a Vanquisher's Banner, which, like before, won.

Overall experience felt worse than amonkhet block. Like always, my prizes had exactly what I needed during the event. My pack had 5+ dinos, which would've helped me in my naya dinos. I built that deck after the event was over.

Felt bad not being able to win using an Insult / Injury or with Hazoret the Fervent. now that was a blast.

Beezy on Demacia!!

3 weeks ago

Painful Lesson can be cheaply upgraded into many different things, depending on what you're looking for. Night's Whisper and Sign in Blood only cost 2 mana for the same effect, and Read the Bones and Painful Truths are strictly better for the same cost. Insult / Injury can also be an absolute game-ender, especially in 1v1 where you can wait until they tap out.

ay.lobo on Purphoros, God of Tokens (Multiplayer EDH Primer)

1 month ago

Hey, ticked-off-squirrel. Woah, lots of suggestions. So I did test out some of your ideas on our game day a few days ago. Let me find my notes:

Goblin Warrens- Great card, and I was lucky to had a Dragon Fodder the next turn. However, when my Goblins were killed, I ended up with Elemental and Human tokens for the rest of the game and that made this card not as useful as in the beginning.

Lich's Tomb was really nice. I have to say, it held off some big creatures for a bit. I need to figure out the synergy, because once my opponent had an infinite combo with Mikaeus, the Unhallowed and Triskelion, I couldn't do much. Good card though!

Massive Raid- I have tried cards like that and Mob Justice and Burn at the Stake, and it worked against non-Blue, non-White, non-Black decks. The reason why it didn't work as well against those decks is because when I played this kind of card, my opponents would have a instant-speed boardwipe that nullified this card. Sad face. Maybe I should try it again, with better results.

Sylvok Lifestaff- It was an interesting thing to be gaining life in this deck. I do like the combo with this and Ashnod's Altar. Not sure if I would use it, because I like the beatdown aspect before helping myself, but it was a nice way to stay afloat! Just a heads up, I was definitely more of a target when my opponents all had 15 life and I was still at 40 because of life gain. :D

Insult / Injury- Still testing. Love it so far.

Cards that don't work well with this deck, Foundry Street Denizen. Hmm, more for active attacking players. He doesn't have trample or anything, so he's just a big blockable beatstick. Lightning Greaves and Swiftfoot Boots, the thing is, I never make Purphoros a creature, so I wouldn't be able to attach it to him. He has enough of a protection as an indestructible enchantment.

Thank you for your thoughts, bro. I definitely appreciate it and will continue to consider some of them!

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