Insult / Injury

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
1v1 Commander 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

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

Pabs4444 on G/R Electrostatic Pummeler

2 weeks ago

Yeah. Through play testing, it seems to either flood or win by turn 5. And flooding in this deck isn't even having a lot of lands. It's just not having creatures. I like Voltaic Brawler to get in the early damage, especially with Larger Than Life then Insult / Injury. That trample damage is game changer because even 1 Built to Smash can be devastating. Insult / Injury really over performs more than I would have expected.

Pabs4444 on G/R Electrostatic Pummeler

2 weeks ago

Cool. Nice to see how you have been able to incorporate the sideboard into permanent spots into the mainboard. I must say, I used the playlets feature TappedOut has and Insult / Injury is an amazing choice. Never seen it used before and seems amazing. Well done.

backinajiffy on Burn (Creatureless)

2 weeks ago

If you're going to go aggro burn to the face with no creatures, I'd reccomend going rakdos.

There's a number of advantages from doing this -

  • you get access to destroy target creature cards (SUPER useful in the very common case that they get a big boy on the field and you only have enough power to deal a few damage to it with your burn spells)

  • You gain access to the ability to black burn win cons that are pretty sweet, aka Insult / Injury Torment of Hailfire

  • Your late game gets better since top decking a Shock at turn 7 or 8 is usually an aweful draw as at that point in the game 2 damage is very unlikely to impact the game.

  • you gain access to the ability to use primal amulet in conjunction with Unlicensed Disintegration ... which is 2 mana to destroy a creature and deal 3 to the face, which is just ridiculous.

However, the downside is that you lose the ability to counter spells and to use your Pull from Tomorrows.

Feel free to ignore my suggestion, I just like the way mardu feels because of the above. Maybe it isn't your playstle though.

Galaad on

2 weeks ago

So far you're not done yet with your list, I see you have only 10 cards in your SB.

Compare to the list I made with Torment//Amulet, yours is really aggro. Sounds good, I like Firebrand Archer, and it fits well here.

I would place By Force on sb since you already have abrade MB, it would be a dead card in many match-up. I suggest to you Insult / Injury it can be devastating with creatures.

Also to help to control and get information Kitesail Freebooter is pretty great and only 1

Finally I would remove Imminent Doom because you dun have the proper mana curve to make it works properly, you would need more 3 & 4 CCM

Shabmaster on All-In(sult) - W/R Combo Aggro Deck

1 month ago

Go down the Gideon, Martial Paragon since it is two expensive and ineffective. Go down By Force, or at least move it to the sideboard. Move Authority of the Consuls to the sideboard. Go down the Hungry Flames for another Insult / Injury. You need 1 drop creatures (the mana-curve is a little off, two many three drops). This deck could use 4 Bomat Courier. I think you could lose the Aerial Responder for more Combat Celebrant and Honored Crop-Captain in order to maximize damage. I really like the idea though. Sweet deck my dude.

munky702 on

1 month ago

See if its coming to casting free stuff.. Thoughts on adding As Foretold? And to really spice it up, one step further then Insult / Injury, adding Aether Hub and throwing in Onward / Victory

backinajiffy on

1 month ago

Now that I realize this... Picture this: You have Wildfire Eternal on the board.

You cast Insult / Injury then attack. They now know if they block they will 8 damage (wtf)

So they let is slip through instead to do only 2 damage. Now that he isn't blocked, you can cast Invigorated Rampage for free and do 10 damage (wtf).

Not to mention, all the other damage you do on that turn from any source is also doubled. This can happen as early as turn 5.

Damn son, that sounds like fun. You need to add Insult / Injury if that sounds as cool to you as it does to me.

backinajiffy on Mono Red Burn

1 month ago

I have a deck highly similar to this that it took me a while to refine that I win majority of games with. I FREAKING LOVE the card Imminent Doom and have spent a lot of time trying to make it work.

Feel free to ignore the below, but a few things I'd advise on would be:

  • Trade out the dynavolts for 2 more Imminent Dooms. Dynavolt without any energy synergy isn't a good card, and its MUCH harder to remove an enchantment in this meta (see ex: Abrade lol).

  • Add Bomat Courier. It give you card draw (IN A RED DECK?!?) and if you're constantly burning the enemy creatures you get in for free turn after turn. Not only this, but it counts as a 1 drop to tick up your imminent doom.

  • If you're going to actually go with the 4 Imminent Dooms, then you for sure need 2 Insult / Injury (I run three because its freaking awesome). This card single handely has one shot the opponenet for me countless times. Pay three when you have an Imminent Doom counter on 3, do SIX damage, cast just about anything else and finish them off for double damage. The possibilies are awesome with this card.

  • Fling is a little wierd to see here but hey, if you can get your Charging Monstrosaur off at a five counter imminent doom you for sure win the game but you need a lot to pull it off, seems unreliable to me.

  • I think you need to re-analyze your CMC curve a little more to reliably tick up imminent doom. Seems spotty if you have that card here. It requires you to have enough 1, 2, 3, and 4 drops to make the card's payoff worth playing it.

And finally, if you want to actually see what I've made and critisize my decisions, feel free! I'm always open to new ideas - Imminent BURN - Budget

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