Adventurous Impulse


Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful 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


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.

Adventurous Impulse Discussion

TheSimikBOat on Descend Upon the Sinful - Abzan Edition

3 weeks ago

As you have commented before, you may take out the 2 Find / Finality , because if you need them, you have 2 in the sideboard.

On the other hand, I think that you could take out 2 Adventurous Impulse , because the good thing about having 2 Find / Finality on the maindeck is that with the "Find" option you may re-use creatures that cost more than 3 manas, and the "Finality" option is a good removal.

these are the only options that I can think of.

Hexaflexagon on Mystic Justice

1 month ago

I would suggest Growth-Chamber Guardian , Lyra Dawnbringer and Adanto Vanguard as beaters and Adventurous Impulse and/or Silhana Wayfinder for consistency. I'd also swap Forest for dual lands (either one is fine), as you can produce as well as

Things I would take out:

  • Unbreakable Formation is a sideboard card.

  • Riverwise Augur can be replaced with better cards like Wayfinder and Impulse that cost less.

  • A one-of of Huatli is just weird and doesn't go with the flow of the deck

MillionLittleE on 5 Digit Glissa

1 month ago

muse99 CyborgAeon patronmacabre

Adventurous Impulse is pretty much a worse Ancient Stirrings as it digs 5 and gets lands and colorless card (which includes most of my creatures), that being said i dislike theses cards because of being limited to only a select few cards. Both of these miss important cards like Ad Nauseam , and creature removal like Toxic Deluge .

Exploration is better than you are giving it credit for. A turn 1 exploration, allows me to potentially have 4 mana on turn two, which lets me cast my relevant spells ahead of time. Using it twice is enough of a bonus. Plus it helps for some locks later in the game. Example having a Smokestack on 2 and a loam lets me keep up with sacrificing, or even with Life from the Loam and fetches or Wasteland / Strip Mine lock.

Necropotence verses Night's Whisper Is cheaper 1 time draw better than slower recuring draw? The amount of time that Necropotence does nothing in my years of playing this deck was limited to one time ( Reanimate Sire Of Insanity ). I prefer the ability get my hand to seven multiple turns in a row, which is how i use it. (first turn is usually 10-cards in hand, onward is 7-minus cards in hand+ dead cards in hand)

Defense Grid stops counter spells, which is great for combo turns, but does nothing to stop others from winning on their turns, in fact it helps them because they don't have to worry about counter spells.

JP-Romero on Stompy the Beast

1 month ago

Adventurous Impulse will help you find land when you need it, and creatures when you need it.

JP-Romero on Mono Green Steel Leaf Stompy

1 month ago

I would recommend Adventurous Impulse to dig for your creatures or lands, depending on what you're missing.

Also, I agree with the previous guy that suggested Ghalta, Primal Hunger. It's a good finisher.

muse99 on 5 Digit Glissa

1 month ago

Some thoughts:

  • I don't particularly like Necropotence in this deck. It's quite slow and anti-synergistic with the recursion plan.
  • How has Smokestack been performing for you? I think including a 4CMC card that needs to build up charges is debatable.
  • What about Exploration? With 30 lands chances are you won't get that much mileage out of it. I think in a build like this I would prefer things like Adventurous Impulse and Night's Whisper to smooth out the early game.

Something to consider is Defense Grid, hurting the blue decks at the table more than you. If it is destroyed, you can probably recur it when you're going off by destroying a hatebear or something.

hungry000 on Magistrate's Sceptor

2 months ago

I can tell you play more standard than modern or just started playing recently from your card choices; if you're building the deck around Magistrate's Scepter, it'll be a lot better to focus on that part of the plan rather than make a hybrid +1/+1 counter stompy deck that also kind of works with the Scepter like what you have now. I suggest you drop all the Glint-Sleeve Siphoners, Jadelight Rangers, Merfolk Branchwalkers, Rishkars, Adventurous Impulses, Diabolic Tutor, Mastermind's Acquisition, Sorcerer's Wand, and Animation Modules, as they aren't necessary for the main plan (the Animation Modules are okay but they're not great).

Instead, it would be much faster and more consistent if you played some cards that can add charge counters to artifacts, such as Coretapper and Surge Node. They work well with Voltaic Servant, and you could also play some proliferate cards like Throne of Geth (which also works well with Voltaic Servant). Tezzeret's Gambit can proliferate and help find gas, and Ancient Stirrings fits perfectly in this deck since it can find Coretappers and Magistrate's Scepter. I think a more artifact-based deck is the way to go with this deck, the core of it would look something like this:

4 Magistrate's Scepter 4 Coretapper 4 Surge Node 3-4 Voltaic Servant 3-4 Voltaic Key

4 Ancient Stirrings 3 Tezzeret's Gambit

20ish lands (I don't really think you need Aether Hub but you could play it)

The rest of the deck you should fill out with combo protection, like 1-mana discard spells, maybe a couple Spellskite, etc. You could also consider going into Sultai or UG for the counterspells.

eyes2sky on Werewolves

2 months ago

It's a good start, but I wonder if you will have trouble flipping your beaters and keeping them flipped?. I would consider these following changes: Muddle the Mixture for Adventurous Impulse or Commune with Nature. Counterspell for Memory Lapse, Vapor Snag or Slip Through Space. I agree with you however that Violent Outburst/going Gruul might be a better idea.

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Adventurous Impulse occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Green: 0.02%


All decks: 0.04%


All decks: 0.11%

Green: 1.87%