Adventurous Impulse

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Dominaria (DOM) Common

Combos Browse all

Adventurous Impulse

Sorcery

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.

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Adventurous Impulse Discussion

Demarge on Abzan Knights v5 (WIP)

6 hours ago

it is great seeing knights taken to full greed, but assuming Assassin's Trophy is amazing might I suggest using Shalai, Voice of Plenty, she saves you from most single target removal (probably aimed at Midnight Reaper so a wipe doesn't just refill your hand) and even Settle the Wreckage, her activated ability also can come up in drawn out games, not to mention having fliers can be useful.

Adventurous Impulse with your current mana base can only be used turn one off of 4 of your lands and turn one is really the only turn you probably want to cast the spell, now you can kind of counteract this by changing the swamps and 2 other lands into Overgrown Tombs(this will also let chapels and groves enter untapped more often turn 2), though I too am in a bit of favor for Dauntless Bodyguard as even if it is protecting nothing you can still sac it to trigger Midnight Reapers, not to mention playing knights turns 1 and 2 makes history into valiant often just lethal and overwhelming for the greedy mana base decks that will be around early standard. also 4 of Midnight Reaper the draw effect is just so good, especially if you get two per nontoken creature.

TheKing8426 on MonoGreen Dominaria Stomp

1 day ago

Hey, nice deck!

The advice I have is to play 4-ofs of both Adventurous Impulse and Grow from the Ashes. You have a very top-ended top end, and I think Chainwhirler will still be good enough to punish you for playing 4 Llanowar Elves. I'd personally take out the two Pounce, citing the fact that you don't care about playing answers because you're a stompy style deck, as well as 1 of each Aggressive Mammoth and Carnage Tyrant, since playing 6 5-CMC> game ending cards is a lot (I'm also throwing Vivien Reid in the game ender category, because, well let's be honest, she's nuts).

You talked about your worry about price in another comment, but it might be worth it to buy a playset of Hinterland Harbor to flex into UG Stompy, with Negate/Spell Pierce disruption and possibly Nezahal out of the board. Anyways, that's all, so good luck on your build!

LoneCrusader399 on The Stomp Chomp Romp

1 day ago

Adventurous Impulse is good against removal heavy decks, ensures you hit land drops early and keeps the gas going later. Playing 4 between the main and sideboard seems solid. I'd probably cut the Titanic Growths as you're just asking to be two-for-oned.

I'd absolutely play 3-4x Thrashing Brontodon. You want outs to the SfA's and Conclave Tribunals that'll be running around.

The meta is obviously going to change, but having some number of Vine Mares in the 75 will probably be necessary depending on how good B/X decks are going to be.

Deathgorge Scavenger and Vivien Reid will be good sideboard options.

Hexaflexagon on

1 week ago

NOTE: The Cards at the front of each suggestion are the cards you should put in, not take out.


You should probably switch out Gruul Turf for Stomping Ground. Gruul Turf sets you a turn or two behind, which is not good for an aggro deck. Why are you running 4 Azusas when she is legendary? The most I'd run is three, as you can only have one out a time. How are you going to get creatures in the grave for Ghoultree? Also, have you considered the Arbor Elf and Utopia Sprawl combo? The best manabase I think for this deck would look this this:


I think that this manabase, esp. with Azuza, is very good, allowing you to get your big guys out quickly. However, I think you could change your creatures as well. There are two ways you can do this, you could either go wide (lots of creatures) or the grow big (a few huge creatures). I have provided cards for both of them


I put the Nissas in here because her Elemental making ability can come in handy while trying to cast Ghalta or for extra mana (untapping the land with Sprawl)

So, not much change, but that little change makes a lot of difference. Also, Lightning Bolt needs to change. You need something that can kill something, no matter the size. Good Luck!

lagotripha on Grow and destroy!

1 week ago

How competitive and aggressive do you want to be in modern?

You can consistantly manage 12 budget 1 drop manadorks in G/W (Elvish Mystic, Llanowar Elves (I don't know why the price listing is broken), Avacyn's Pilgrim), followed by very efficient creatures in the 3/4/5 slot. Its best if those creatures let you stabilize, having an immediate board impact- Obstinate Baloth is loved for that reason, but there are plenty of alternatives.

If you want to run that an aggro deck to cast dinos, then look at Crested Herdcaller, Deathgorge Scavenger, Runic Armasaur, Siegehorn Ceratops and Thrashing Brontodon. However, as a lot of them are in standard, you might want to wait for rotation before building it in modern as it will be substantially cheaper.

Modern cards that are good for any tribal in G/W are Mirror Entity and Chameleon Colossus - one for its power when you go wide, and the other due to its surprising resilience in midrange.

GW hatebears has some older budget lists which can be plundered for ideas, and some new card printings (notably Vizier of Remedies ) allow for very powerful interactions even with budget cards (Safehold Elite looks a lot stronger).

There are also lists built around Knight of New Alara that, while long in the tooth, have solid ideas.

The strongest way to build in budget is to spot a theme across a lot of sets (that means a lot of similar cards have been printed), and grab the cheap ones that work well together (in price and cmc), so that while no part of your deck is spectacular, you can consistantly win a lot of matchups.

Green also has the benifit of access to a lot of card fixing in the form of things like Adventurous Impulse- there are like eight variants, which makes building around card interactions a lot smoother, whatever you pick.

Good luck, and happy brewing.

longmuiryan on Red Green Elves

1 week ago

Some suggestions

  • Play at least 21 lands. You run the risk of being really inconsistent only running 18 lands

  • On that note Evolving Wilds and Adventurous Impulse are good includes to fix your mana and find your threats

  • Vine Mare is finding a lot of standard play and is relatively cheap

  • Run Prey Upon and Naturalize in your side board. Reclamation Sage is good and in theme however I'd rather play more threats in the main board

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