Look at the top three cards of your library. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
Printings View all
|Mystery Booster: Store Edition (MYSTOR)||Common|
|Mystery Booster: Convention Edition (MYSCON)||Common|
Combos Browse all
|Commander / EDH||Legal|
Adventurous Impulse occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%
All decks: 0.09%
Adventurous Impulse Discussion
1 week ago
I would add some card draw or filtering, so it doesnt stop dead on its tracks after the first few turns. Maybe 2x Bond of Flourishing, Season of Growth, Adventurous Impulse, Light Up the Stage or something like that. Cut Larger Than Life for it, since you already have enough pump spells, and that one is the least versatile.
2 weeks ago
There really isn't anything else that powerful.
2 months ago
Ah, tokens! Initiate the throng, then fulminate as such.
I have many suggestions.
Now, typically I am an advocate for running fewer lands in decks, however, this deck has an excruciatingly low amount of card draw. Either make way for lands or add a half-dozen cantrips.
You have many anthems, some of which are quite lacking in my opinion. Syr Alin, the Lion's Claw, Kongming, "Sleeping Dragon", Selesnya Guildmage, Oakhame Ranger, Ahn-Crop Champion, Cultivator of Blades, Valor in Akros, Spear of Heliod, and Dragon Throne of Tarkir are all quite mana-hungry and little impact. They depend on a board state to work, and without one they verge on useless. I would like to call out Call for Unity in particular as being incredibly slow and capricious.
Avoid Fate is interesting, but it doesn't do a lot. Many of the cards in here are restrictive depending on board state, thus I would cut this.
For what I would include, Rootborn Defenses defends the board, Druids' Repository adds far too much mana, Aura Shards and Aura Mutation shatter and batter, Hour of Reckoning kills many things, Increasing Devotion allows for rebounding eftsoons wrath, Master of the Wild Hunt is one I particularly enjoy, Sprout Swarm is difficult to interact with, Sigarda, Heron's Grace has early and late-game potential, and Devout Invocation creates tokens abound. Triumph of the Hordes can just wipe out an entire table.
This deck has almost no card draw. Mentor of the Meek, Skullclamp, and Huatli, Radiant Champion can draw many, many cards. When you get to it, Sylvan Library is fantastic. Harmonize, Slate of Ancestry, Shamanic Revelation, Collective Unconscious are ways to refill in preparation of a board wipe.
Beast Whisperer is just good value.
I would recommend far more ramp. Llanowar Elves, Avacyn's Pilgrim, Fyndhorn Elves, Elvish Mystic, and/or Birds of Paradise. Incredibly quick if you get them out turn one, and oft set you far ahead enough that it doesn't matter when you get wrathed.
That shall be all from me. If you so wish, I have two swarm decks that you could reference for honing your build, each of which have tested well for the years I have had them.
May fortune betide you, and the tokens your enemies. Farewell!
2 months ago
running 40 lands and praying for a good mull is really risky. some cantrips or tutor/dig effects would likely help. one of my favorites includes Board the Weatherlight , which digs for both combo pieces, and also Adventurous Impulse
3 months ago
As you aren't getting full value. Sorin has a better version already in the main and Vraska needs to destroy permanents which you don't want in this deck. I would consider either Dromoka's Command for flexibility or maybe some different plainswalkers for really grindy matchups against control post sideboard. Tireless Tracker is a great option to play side or indeed main. And that sort of card can work with Vraska if you want her in, as the Tracker makes the permanents required for Vraska to tick up.
The other option I could see for mana reasons is to include a set of something similar to Adventurous Impulse . Digs for land if required or for creatures.
Final option would be Lyra Dawnbringer or similar - I've found sometimes having nothing in the air means you are playing behind the entire game and can't recover. Lifegain here is handy again.
3 months ago
Here are some more ideas for cuts- Adventurous Impulse , Hunt the Weak , Planar Cleansing , Thran Temporal Gateway , Cataclysmic Gearhulk , Ravenous Daggertooth , Sun-Crowned Hunters , Fountain of Ichor , Rabid Bite , Gift of Paradise , Treefolk Umbra .
3 months ago
Thanks for the comments, Gattison. I think you were right about swapping Flaming Sword for another Warlord's Fury. For the other cards, I'm not sold. In playtesting, I can usually get consistent mana and use it all every turn. I worry that adding more lands that enter tapped, or paying to smooth it out with Adventurous Impulse , would slow things down too much. And I like Fall of the Hammer because of my deathtouch creatures.
3 months ago
Lovely deck! I love the Lurcher :)
Not sure I would run Adventurous Impulse . It doesn't fill the graveyard and seems like a downgraded version of Grisly Salvage to me. I feel the same way about Commune with the Gods since you don't even have any enchantments. I know you want to pull out the Lurcher as soon as possible but it would be easier to simply fill up the graveyard and reanimate him.
If I were you I would take out the five copies of the cards I mentioned, and replace them with Drown in Filth , since it seems like it would work perfectly in this deck.
Since you are already running Grisly Salvage and some dredging creatures, I think Grapple with the Past would feel nice in the deck since you can choose anything in your graveyard to reanimate.