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Fiery Impulse deals 2 damage to target creature.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, Fiery Impulse deals 3 damage to that creature instead.
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Fiery Impulse Discussion
3 weeks ago
I have considered those cards, but I have played any matches as of yet since I just made this deck in paper. I'll keep them in mind though, especially since I'm new to the format. I personally like Fiery Impulse because my deck isn't actually a Delver Deck, but more of the counter, punish, strike.
3 weeks ago
since youre running black, have you considered Gurmag Angler? id also recommend Searing Blaze also Lava Spike probably could add in favor of Fiery Impulse also I would consider Kiln Fiend as well. wish you luck, I had a grixis delver pauper for a while as well, I couldn't pilot it right and gave up on it in favor of bogles.
3 weeks ago
Lightning Strike, Valorous Stance, Seeker of the Way(I've won many games on the back of him), maybe even a couple Wild Slash/Magma Spray/Fiery Impulse. These will give you more early game interaction to mess with their plan, also cheap Prowess Triggers, also fill your yard for Jace and Dig! Sarkhan feels out of place, would be better as another copy of Monastery Mentor.
Good stuff tho, I played jeskai so +1
2 months ago
Hi! My two cents are that you should really play Soul-Scar Mage instead of Nimble-Blade Khenra and, if you just wanna get rid of an opponent creature, you should try Flame Slash over Fiery Impulse.Magma Jet is also a very good option in modern.
3 months ago
I made the suggestion because.
You have such a great chance at comboing off that Lightning Bolt > face is close to being worthless. The card is closer to Fiery Impulse than bolt. (Not interyly though, you do have a chance at winning games without combo, I know that.)
You need 5 mana often enough that the option of Pathing your own creature is great in this deck.
3 months ago
I love the idea, so I started browsing all red one-cost cards in Modern using Gatherer... I should be sleeping instead... oh well.
Since you're going entirely for one drops, you may want to condense your plans into two colors - when I playtested your deck with the playtest feature, I had a hard time getting a good start because the manabase is too diverse for getting things out quickly.
You might consider sticking with just two colors - red and white. The reason for that choice is because those are more likely to have "prowess" creatures (I think), and spells that boost all your dudes, rather than just one at a time (like green usually gets for low cost). Giant Growth might be replaced with Built to Smash, Taste for Mayhem Titan's Strength or Furious Resistance
Since you're trying to get lots of dudes into play, spells that boost all your creatures, rather than just one, might be best. In keeping with my red/white suggestion, have you considered Banners Raised, Weapon Surge or Coordinated Assault?
Also, here's a few one-drops that caught my eye.
- Boros Recruit
- Flamekin Harbinger would help replace itself (or help you get more flamekins), making it easier for you to be consistent with drawing your creatures.
- Figure of Destiny
- Genju of the Spires (you don't care about having your mountains survive once you have three mana or so...)
- Goblin Bushwhacker
- Skin Invasion Flip (played on an opponent's creature perhaps?)
- Zurgo Bellstriker
A Crack the Earth on turn two after playing a little guy, forcing a slower opponent to sacrifice a land or mana dork, could be devasating. Also, replace Swords to Plowshares (Not modern legal) with something modern legal like Path to Exile or, in a pinch, Fiery Impulse or Flame Slash.