Increasing Savagery

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Increasing Savagery

Sorcery

Put five +1/+1 counters on target creature. If Increasing Savagery was cast from a graveyard, put ten +1/+1 counters on that creature instead.

Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Polaris on Do copies of instants or …

5 months ago

First question: Yes, copies of spells are still spells.

Second question: On the stack and during resolution, there's little difference between them. They're spells but they aren't cards, they'll exist on the stack, resolve, then cease to exist. If a permanent spell gets copied somehow, the copy will resolve and create a token with its statistics.

The most relevant difference between the two is that your "passive" copies aren't cast. This means that they won't trigger any "whenever you cast..." abilities (this is why the magecraft abilities in Strixhaven trigger "whenever you cast or copy..."). It also means that certain spells might behave differently when they're copies.

Things like a value of or whether a kicker cost was paid are copiable attributes that are kept when the spell is copied, but, for example, if you flash back Increasing Savagery (to get 10 +1/+1 counters) and then copy it, the copy will only add 5 +1/+1 counters because it was not "cast from a graveyard" (or for that matter anywhere else).

FormOverFunction on Looking for Spice

2 years ago

Also: any time I see Gyre Sage all I can think about is Increasing Savagery. Few things are as wonderful as casting increasing savagery on the sage, then flashing it back, on the sage again, by tapping the sage. Not an insta-win or anything, but definitely an achievement to unlock.

DreadKhan on Aren't You Getting a Little Briared?

2 years ago

I see you've got the odd thing that can (or just does) put tokens on an opponent's creature, have you thought about a Generous Patron to draw cards? Patron can buff your Commander if you want, but can also draw you some cards on the spot while providing a blocker, and it can keep drawing cards with subsequent counters.

Not sure if it's a big enough buff, but Increasing Savagery can be pretty substantial.

Ashaya, Soul of the Wild and other stuff that can turn Skullbriar into a land can make your Commander pretty hard to bounce, including with Cyclonic Rift. There are way fewer bounce spells that can target lands, and land removal/hate isn't overwhelmingly common.

Nesting Grounds can move a counter around, not always worthwhile but it's a handy card if you're putting counters on other creatures for whatever reason.

Daring Fiendbonder can give Skullbriar an Indestructible counter, a very good type to have access to, in addition to being a 5/1 Haste for 4 mana if you just want a body to swing at a vulnerable player with.

It's headed down in price (and might go lower), so I feel like mentioning Shizo, Death's Storehouse, Fear is pretty useful evasion, and a land is a nice source. In the same vein (and also on the pricey side) Witch's Clinic, which can give any Commander Lifelink. These are both nice because they tend to stick around, and I think both can affect other people's Commanders in a pinch.

GorramScoundrel on Ooze Cruise

2 years ago

Love this deck! I think Solidarity of Heroes would fit beautifully here, as well as sorceries like Increasing Savagery and Visions of Dominance. Also not sure what your budget limit is but Hydra's Growth is pretty cheap and is always a menace in my Skullbriar, the Walking Grave deck (all these cards actually come from his deck)

HamburgerKing on

3 years ago

Any reccomendations would be great, I'm fairly new to Magic so I don't have a ton of experience. The deck plays out like this: Get as much mana on the board as you can as fast as possible. When you have enough, play Increasing Savagery on Marwyn, the Nurturer, tap it for 6, and if you have a spare mana, play it again. Next turn tap Marwyn for 16 + tap all lands except 1 white (for Blacksmith's Skill in case you need it...I used this because it protects both creatures and potentially enchantments) to play Genesis Wave and put out all permanents (ideally you get Colossification/Mayael's Aria out if you don't have Mayael already) or just play Colossification or Increasing Savagery, and win on the next upkeep with Mayael's Aria.

hiddengibbons on Thunderkin Awakener

3 years ago

Here’s the scenario: I have one Thunderkin Awakener on the battlefield with toughness greater than 2 because of something like Increasing Savagery. I have another Thunderkin in the graveyard with a Ball Lightning. I attack with the Thunderkin, use the ability to pull the other Thunderkin from the graveyard and put it into play tapped and attacking. I wouldn’t be able to use the second Thunderkin to pull out the Ball Lightning because the ability triggers upon declaring attackers. Since the second Thunderkin comes into play tapped and attacking, it’s ability won’t trigger, Right?

rassar on +1 Counter Elves

3 years ago

Feel like 16 lands isn't quite enough, I'd say add 2-3 forests and maybe -1 Solidarity of Heroes -1 Increasing Savagery. Good build!

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