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.)
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|Commander / EDH||Legal|
Increasing Savagery occurrence in decks from the last year
Latest Decks as Commander
Increasing Savagery Discussion
1 month ago
+1 my dude! @your reddit post,
More lands imo. Also more big ramp... seems like Vorinclex is a big target for removal, so ramping up to 15+ mana a turn seems like the way to go.
I think the biggest problem is that you're splitting themes and trying to jam infect. A lot of seemingly powerful cards don't have synergy with the rest of the deck. Only ~12 cards directly create +1/+1 counters. So (eg.) Hardened Scales really does nothing.
...Cut incidental Infect:
-1Phyrexian Swarmlord... I love this card but, even when you're all in on infect it isn't that good...
(I think the other infect cards with 5+ power as soft, 2-card combos with your commmander are viable).
...Cut fatties with no evasion:
-1Rampaging Baloths... incidental 4/4s aren't worthwhile
-1Ulvenwald Hydra... no synergy
3 months ago
As for The Great Henge, The Ozolith, Heroic Intervention, Hardened Scales, Doubling Season, Branching Evolution and so many other spicey - yet pricey - cards, please keep the description of the deck in mind. This deck is going to be a budget build to be an entry in a Secret Santa type thing. My playgroups' gentleman's agreement is ~30,00€/$40.00 maximum - plus cards that sit in our binders which we don't mind giving away.
Also, the deck's supposed to be played in a low powered pod, which we would score 3-4/10 by our metrics. The easiest way to do that is have most cards either fit the counters theme or one of the subthemes such as fighting instead of being generically good. Meaning, cards like Inspiring Call and Sporeback Troll fit a lot better than Heroic Intervention, Wrap in Vigor, Lightning Greaves, Swiftfoot Boots and the likes.
I still have Tuskguard Captain and Bramblewood Paragon in a box somewhere. I might add them as extras. For the moment i think Champion of Lambholt, Gnarlid Colony and Pridemalkin should be plenty to enable hits.
I'm quite sure Longshot Squad is one of those boxes, too. It'll have to be an extra for now, since i won't know if the deck's even facing flyers until all Secret Santas are revealed. Nice catch though!
Hydra's Growth and Increasing Savagery have been on my mind as well, yet they fit Mowu, Loyal Companion so much better than the other interchangable commanders. Going wide and wild with counters is a lot more entertaining than just going big. Same goes for Managorger Hydra. Sure it's straight forward, but something like Forgotten Ancient can enable a variety of things - at half the price.
As for Yorvo, Lord of Garenbrig, there are only so few creatures that would trigger his second ability reliably at the moment: Bloodspore Thrinax, Renata, Called to the Hunt, Verdurous Gearhulk and Vigor. If i would be looking for creatures that do something similar to his first ability i'd propably consider Ivy Lane Denizen for its flexibility instead.
Anyhow, thanks again for your kind words and suggestions!
ps. MapPsycho thanks for your flattering words as well! :)
3 months ago
What if you were to add cards such as Curse of Predation. Overall Curse of Predation is actually better than your commander because you don't need to deal combat damage to the opponent.
I agree The Great Henge would be perfect for this deck so I recommend it.
Increasing Savagery is an amazing card for green decks that focus on +1+1 counters. Really do add more trample into your deck so that you always get the +1+1 counters.
Anyway good luck. Your deck has a lot of great stuff going for it.
4 months ago
7 months ago
Prospekt that's amazing, those are some interesting commanders that I haven't really considered before! But I do think Animar has a slight advantage because it can be super fast. It also has access to a lot of good stuff, as you mentioned, and a few infinite combos to spice it up. This is actually the main deck I play at Commander League and I would say I have a high win rate (not too long ago I won a playmat, lol). And I would say my League is fairly competitive. Animar often takes people off guard and surprises them with how good it is. Usually I'll go off, someone will play a board wipe, and then a few turns later I'll go off again. If nobody has a board wipe or effective lock, the game is often over quite early. It's possible to win on turn 3 if something like this were to happen (it's oddly specific, but it's just one possible path):
- Play a forest, play Birds or Burgeoning or really any method to get 3 colored mana on turn 2.
- Play an island or mountain, cast Animar.
- Play a forest. Play Increasing Savagery. Play Ancestral Statue. Animar now has infinite counters. If you're playing 1v1 this is probably a win condition.
I've actually snagged MANY early game wins with Ancestral Statue (the kind of wins that leave people bitter that they didn't get to play the game). But more likely we're looking at turn 4-6 to really go off. You will, though. You should generally cast Animar as soon as you have three different colored mana, and in the best case that'll be on turn 2. Then you cast small creatures or hacks like Increasing Savagery or Give/Take to build up counters, and then you can cast big X-cost creatures and you can also cast stuff like Eldrazis for free if you have enough counters. The deck USUALLY is very timely, the biggest problem is Animar dying to removal (athough its protection from white and black does come in handy) and then you have to build up counters again and may have too few cards in hand. The Ozolith will probably help with that and I can tutor for it with Tezzeret the Seeker but I haven't had a chance to use it much yet because of the pandemic. Draw also helps with recovery, naturally. Animar can also play the long game, and I do win long games, but it shines as an aggro deck in the early game. It's a fun deck to cast big creatures.
8 months ago
I'd give more consideration to Scale Up and Become Immense as big p/t increases are the driving force in infect. Also Blight Mamba is fun sb texch. Proliferate and counters are a solid idea, but with green leaning into things like Increasing Savagery rather than the white counters on all creatures, I'd be trying to Proliferate Servant of the Scale or abuse Wildcall for surprise Glistener.
I've had some success with Biomass Mutation, but once more it's still pretty inefficient.
Good luck with the brew, budget infect is more scary for people facing it down in fnm cause its just as explosive but less predictable than regular infect.