Insult // Injury

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Standard Legal
Leviathan Legal
Legacy Legal
Arena [BETA] Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Amonkhet (AKH) Rare

Combos Browse all

Insult // Injury

Sorcery

Insult

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


Injury

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

Kogarashi on I can be pretty.......Heartless

8 hours ago

Unfortunately I don't have much in the way of good replacements for the Leyline and Skullcrack.

Witch Hunt prevents everyone's lifegain, but has some interesting interactions as it's passed around the table.

Insult // Injury does a one-turn "damage can't be prevented," which you could try to combo with one-sided damage dealing. It also doubles damage output.

Unstable Footing blocks damage prevention, and if kicked also deals damage.

Wild Slash deals damage, and if you meet the Ferocious requirement, it also blocks damage prevention.

Eternity Vessel might appeal to you, as when landfall is triggered, your life total becomes equal to the number of counters on it (which equal your life total when you cast it).

Mostly I'd use those two slots for some red ramp.

KraKra21 on Chandra, Bold Pyromancer tweaked

1 week ago

Insult / Injury + Chandra's ultimate = 20 damage to face = win

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

2 weeks ago

Changing it up a bit!

Fervor out for for Hammer of Purphoros. Needed a higher artifact count.

Meekstone out for Ensnaring Bridge. Was considering bringing Crawlspace back in, but I think this is a better combo, especially with haste from the Hammer.

Horn of Greed out for Quest for Pure Flame. This may end up being Insult // Injury after playtesting.

Urabrask the Hidden out. The Hammer and Ensnaring Bridge is a better combo I think.

Ashnod's Altar in. I've felt like I needed another sac outlet for a while, might as well try one that worked for me before. If I find I don't need the ramp at all, this may become Mogg Raider

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

3 weeks ago

Changing it up a bit!

Fervor out for for Hammer of Purphoros. Needed a higher artifact count.

Meekstone out for Ensnaring Bridge. Was considering bringing Crawlspace back in, but I think this is a better combo, especially with haste from the Hammer.

Horn of Greed out for Quest for Pure Flame. This may end up being Insult // Injury after playtesting.

Urabrask the Hidden out. The Hammer and Ensnaring Bridge is a better combo I think.

Ashnod's Altar in. I've felt like I needed another sac outlet for a while, might as well try one that worked for me before. If I find I don't need the ramp at all, this may become Mogg Fanatic.

rupertmarquez on Wizard's Aggro Burn v. 2.0

3 weeks ago

First of all, geoffw, thanks a lot for the input!

Now, starting with Adeliz, the Cinder Wind: I like the card and understand why the card would se so good, but I feel the deck has not that many creatures to take advantage of her ability, since I woudn't see myself cutting a spell for a playset of her, and 12 wizards in the whole deck is not that much. I also wanted the deck to be as spell-heavy as possible, because I'm currently considering cards like Enigma Drake as sideboard win conditions against decks that don't have many removal spells, and cannot deal with a single big threat.

Now, regarding Renegade Tactics, I love the card and think I might change the deck a bit, replacing Warlord’s Fury or just adding some additional number of cantrips and cutting maybe a land or 2.

Same goes with Insult / Injury. I really like the card and forgot about it completely in the deckbuilding process. It can turn an impossible game into a potential win if used at the proper time, and it can also help keep the deck running a slight bit more with the Aftermath spell.

About Fiery Cannonade, I don't love the card in the deck because I'm not afraid ro point a few spells at blockers if I want to attack with a creature, and if I don't have a creature, I'm simply playing burn, not bothering with them for the most part.

About the Aether Hub, I just like having that extra piece of mana-fixing, because this deck is dead to a constraint in mana for any reason in the early turns. Also, I like it because with the Dynavolt Tower out of the board, it can mean one spell less to get to 5 energy.

geoffw on Wizard's Aggro Burn v. 2.0

3 weeks ago

I tested The Flame of Keld and never got anywhere with it. The problem seems to be that a prowess strategy wants to store up cards for 2-3 turns and then go off, and Keld wants you to dump spells ASAP. Running out of gas is a problem, but Keld always seemed to be either too awkward or too slow. How's it working for you?

Adeliz, the Cinder Wind is unwieldy as a 3-drop that doesn't do much when it ETBs, but it's SOOO explosive I can't imagine going without it (given that it costs pennies right now). If you untap with Adeliz, you almost always win. If you resolve Adeliz on turn 4 or later with a prowess wizard on board, you probably win. But I also win a lot of games without ever playing Adeliz (I'm on the Riddleform plan), so I can understand the thought of not playing it.

I still don't understand why nobody uses Renegade Tactics. It's usually my strongest cantrip. Opponent has two blockers down, Renegade Tactics one, burn the second one, triggering prowess twice. Swing for lethal. Worst case, target your own wizard to cantrip and trigger prowess.

My other favorite card is a mainboard one-of Insult // Injury. It's a prohibitive mana cost, but when I can cast it (it triggers Riddleform, remember) it's nearly always lethal.

The Aether Hub is an interesting idea. I worry that it will hurt more often than it helps. The only thing you ever want to cast with {U} turn one is Opt, and that means you're already playing a pretty marginal hand. You can always opt later, and it might work out because you get prowess. But after turn one, there are very few things you want to play that use generic mana. On the other hand, if you draw it later, you are trying to close the game out so fast that you might not have a problem because you only need to tap it once. How has this worked for you so far?

Snivy__ on Wizards' Assault

4 weeks ago

I might try Insult // Injury against some decks that get out large creatures that I usually can't handle cough Glorybringer, Lyra Dawnbringer, Heart of Kiran cough. Thanks for the suggestion!

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