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Rules guide · Sorcery // Sorcery

Insult // InjuryHow it works & interactions with other cards

By the ManaCount desk· 7 min read· Amonkhet· April 28, 2017
Carte Magic Insult // Injury

Insult // Injury is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

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

How it works : Insult // Injury

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Once you've started to cast a spell with aftermath from your graveyard, the card is immediately moved to the stack. Opponents can't try to stop the ability by exiling the card with an effect such as that of Crook of Condemnation.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    If an effect such as that of Chandra's Pyrohelix asks you to divide damage among targets, you must divide the unmodified damage before doubling it.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    If you cast two Insults in one turn, damage dealt by sources you control this turn will be multiplied by 4. If you cast three Insults, it will be multiplied by 8, and so on. How rude.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    Split cards with aftermath have a new frame treatment—the half you can cast from your hand is oriented the same as other cards you'd cast from your hand, while the half you can cast from your graveyard is a traditional split card half. This frame treatment is for your convenience and has no rules significance.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    All split cards have two card faces on a single card, and you put a split card onto the stack with only the half you're casting. The characteristics of the half of the card you didn't cast are ignored while the spell is on the stack. For example, if an effect prevents you from casting green spells, you can cast Destined of Destined // Lead, but not Lead.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    Each split card is a single card. For example, if you discard one, you've discarded one card, not two. If an effect counts the number of instant and sorcery cards in your graveyard, Destined // Lead counts once, not twice.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    Each split card has two names. If an effect instructs you to choose a card name, you may choose one, but not both.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    If a creature with trample you control would deal combat damage to a blocking creature this turn, you must assign its unmodified damage. For example, a 3/3 creature with trample blocked by a 2/2 creature can only have 1 damage assigned to the defending player. It will then deal 4 damage to the blocking creature and 2 to the defending player.

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    If you cast the first half of a split card with aftermath during your turn, you'll have priority immediately after it resolves. You can cast the half with aftermath from your graveyard before any player can take any other action if it's legal for you to do so.

    No other card is named in this ruling.

  10. #10· Wizards of the Coast

    If another effect allows you to cast a split card with aftermath from any zone other than a graveyard, you can't cast the half with aftermath.

    No other card is named in this ruling.

  11. #11· Wizards of the Coast

    If another effect allows you to cast a split card with aftermath from a graveyard, you may cast either half. If you cast the half that has aftermath, you'll exile the card if it would leave the stack.

    No other card is named in this ruling.

  12. #12· Wizards of the Coast

    A spell with aftermath cast from a graveyard will always be exiled afterward, whether it resolves, it's countered, or it leaves the stack in some other way.

    No other card is named in this ruling.

  13. #13· Wizards of the Coast

    You can't cast Injury unless you target both a creature and a player. If one target is illegal as Injury resolves, the spell deals damage to the remaining legal target.

    No other card is named in this ruling.

  14. #14· Wizards of the Coast

    While not on the stack, the characteristics of a split card are the combination of its two halves. For example, Destined // Lead is a green and black card, it is both an instant card and a sorcery card, and its mana value is 6. This means that if an effect allows you to cast a card with mana value 2 from your hand, you can't cast Destined. This is a change from the previous rules for split cards.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Heartless Hidetsugu
+Pariah's Shield
+Insult // Injury
#1

Heartless Hidetsugu + Pariah's Shield + Insult // Injury

Near-infinite damage
  1. 1Cast Insult by paying {2}{R}.
  2. 2Activate Heartless Hidetsugu by tapping it, dealing damage to each opponent equal to half their life total, rounded down, times 2, and dealing no damage to you due to Pariah's Shield.
Heartless Hidetsugu
+Pariah
+Insult // Injury
#2

Heartless Hidetsugu + Pariah + Insult // Injury

Near-infinite damage
  1. 1Cast Insult by paying {2}{R}.
  2. 2Activate Heartless Hidetsugu by tapping it, dealing damage to each opponent equal to half their life total, rounded down, times 2, and dealing no damage to you due to Pariah.
Champion of the Path
+Malignus
+Insult // Injury
#3

Champion of the Path + Malignus + Insult // Injury

Each opponent loses the gameInfinite damage
  1. 1Cast Insult by paying {2}{R}.
  2. 2Cast Malignus by paying {3}{R}{R}. It'll enter with power equal to half the highest life total among your opponents, rounded up.
  3. 3When Malignus enters, Champion of the Path triggers, causing Malignus to deal damage equal to its power doubled to each opponent due to Insult // Injury.
Smaug the Impenetrable
+Street Urchin
+Insult // Injury
#4

Smaug the Impenetrable + Street Urchin + Insult // Injury

Infinite artifact ETBInfinite artifact LTBInfinite artifact sacrifice triggers
  1. 1Cast Insult by paying {2}{R}
  2. 2Activate your commander using the ability granted to it by Street Urchin by paying {1} and sacrificing another creature or artifact, dealing 2 damage to Smaug due to Insult // Injury.
  3. 3Smaug triggers, creating two Treasure tokens.
  4. 4Activate a Treasure by tapping and sacrificing it, adding {1}.
  5. 5Repeat from step 2
Heartless Hidetsugu
+Insult // Injury
+With Great Power . . .
#5

Heartless Hidetsugu + Insult // Injury + With Great Power . . .

Near-infinite damage
  1. 1Cast Insult by paying {2}{R}.
  2. 2Activate Heartless Hidetsugu by tapping it, dealing damage to each opponent equal to half their life total, rounded down, times 2, and dealing no damage to you due to With Great Power....
Toralf, God of Fury // Toralf's Hammer
+Deathless Angel
+Insult // Injury
#6

Toralf, God of Fury // Toralf's Hammer + Deathless Angel + Insult // Injury

Infinite damage to one opponent
  1. 1Activate Deathless Angel twice by paying {W}{W}{W}{W}, giving two creatures an opponent controls indestructible until end of turn.
  2. 2Deal noncombat damage to one of the indestructible creatures, dealing an increased amount of damage instead due to Insult // Injury.
  3. 3Toralf triggers, dealing an amount of damage over the excess damage to the second indestructible creature due to Insult // Injury.
  4. 4Toralf triggers, dealing an amount of damage over the excess damage to the first indestructible creature due to Insult // Injury.
  5. 5Repeat from step 3 an arbitrarily large number of times.
  6. 6Resolve a Toralf trigger, dealing infinite damage to any target.
Smaug the Impenetrable
+Makeshift Munitions
+Insult // Injury
#7

Smaug the Impenetrable + Makeshift Munitions + Insult // Injury

Infinite artifact ETBInfinite artifact LTBInfinite artifact sacrifice triggers
  1. 1Cast Insult by paying {2}{R}
  2. 2Activate Makeshift Munitions by paying {1} and sacrificing another creature or artifact, dealing 2 damage to Smaug due to Insult
  3. 3Smaug triggers, creating two Treasure tokens.
  4. 4Activate a Treasure by tapping and sacrificing it, adding {1}.
  5. 5Repeat from step 2
Walking Ballista
+Unspeakable Symbol
+Insult // Injury
+Tor Wauki the Younger
#8

Walking Ballista + Unspeakable Symbol + Insult // Injury + Tor Wauki the Younger

Infinite damageInfinite lifegain triggersInfinite lifegainInfinite +1/+1 counters on creatures you control
  1. 1Cast Insult by paying {2}{R}, doubling all damage dealt by sources you control this turn.
  2. 2Give Walking Ballista lifelink, if needed.
  3. 3If Walking Ballista has less than two +1/+1 counters on it, activate Unspeakable Symbol by paying 3 life, putting a +1/+1 counter on Walking Ballista.
  4. 4Activate Walking Ballista's second ability by removing a +1/+1 counter from it, dealing 4 damage to an opponent or a permanent an opponent controls, and causing you to gain 4 life.
  5. 5Repeat from step 3.
03

Legal formats

historictimelessgladiatorpioneermodernlegacyvintagepennycommanderoathbreakerbrawlcompetitivebrawldueltlr
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