Fiery Impulse

Fiery Impulse

Instant

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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Set Rarity
Magic Origins (ORI) Common

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Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
Penny Dreadful Legal
Block Constructed Legal
Pauper Legal
Pauper EDH Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
2019-10-04 Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Fiery Impulse Discussion

Grubbernaut on Pioneer "twin"

6 months ago

Looks like a lot of fun! Only suggestion would be up upgrade Shock to Wild Slash or perhaps Fiery Impulse . Cheers!

K0rt on Pioneer Grixis Control

6 months ago

the__odysseus Thanks for the ideas! Definity trying out Fabled Passage when the meta slows down. Right no you need to be react early and often since lots of people are playing aggressive decks or decks where you need to have mana open early e.g Mono-Red and Felidar combo. When the meta becomes slower I could definitely see running some fabled passage. I completely forgot about Wandering Fumarole probably going to add a few. Don't know what to cut, maybe the Spirebluff Canal ?

I haven't had a problem with an overtaxed graveyard or Oko. Dig Through Time can get the deck out of tight spots as it can find specific cards were raw card advantage doesn't really work as well. I haven't really had a clash with Jace, Vryn's Prodigy  Flip either since dig is mostly being resolved late anyways after he has flipped. I haven't really come to a spot were Oko, Thief of Crowns also hasn't been a problem. 6 planeswalker kill spells in the 75 with Bedevil and Vraska's Contempt + Thoughtseize + late game Drown in the Loch can counter it. When I'm playing against an oko deck I'm significantly mulfore worried about Wicked Wolf than Oko 90% of the time.

I decide not to play Anger of the Gods since it was too much on the mana. Double red by turn 3 is really hard since red is only really a splash for Kolaghan's Command , Bedevil and Fiery Impulse . All of which need only one symbol and I only have 10 red in the mana base right now and it has significantly better than I thought it was going to be. I'm only playing the Hour of Devastation in its good against Eldrazi and late-game double red isn't so bad. If dredge gets a new card printed or Rally decks come back could probably add it.

I mainly just added Goblin Rabblemaster to kill Mono-Green Devo and Cat quickly but since they go banned or significantly nerfed at this point I could see adding Bolas or Liliana, Chandra seems a bit too expensive mana wise against control as a grind piece. Will probably test out those walkers with stuff like Search for Azcanta  Flip

Sorin_Markov_1947 on Jeskai Control Pioneer

7 months ago

I don't really like red in this deck. The cards you're using that require red are easily replaceable, and it's making it hard to reach the mana requirements of cards like Absorb (and Niv-Mizzet, Parun will almost never come out with his mana requirements either).

Censor could be replaced by Quench (unless you really like the cycling part), if you're keeping red then Fiery Impulse swaps for Shock or Lightning Strike . I agree that Teferi, Time Raveler is a must in any control (although I'm not sure how it turns off Aetherworks Marvel , it just bounces). Let's see... More counter-spells are needed, so I'd recommend Disallow , as it's easily the best of the lot if you can meet the mana requirements (hey, you know what'd help with that? Taking out red!)

TheBloopKing on Wait, I can Attack?

1 year ago

Never missed the deck premise. Just think that there should be some traditional strategies. If you want to run Firesong and Sunspeaker and top it off with a Resevoir. You need more cheap spells to make it reliable. I would be running atleast 10 cheap burn and 5 big burn spells. Magma Jet, Fiery Impulse, Thunderous Wrath, Staggershock, Lightning Bolt, Lightning Helix, Chain Lightning with bigger spells like Earthquake and Starstorm.

You would also want to top it off with guys like Monastery Mentor, Soul-Scar Mage, Young Pyromancer, Guttersnipe, Bedlam Reveler who all benefit from playing lots of spells and add an advantage by playing spells

Chino90 on Living Lore Budget

2 years ago

Also, you should add more cheap interaction to play until you cast your living lore. Consider cards like Flame Slash, Fiery Impulse, Magma Jet, Pyroclasm, Echoing Decay, Doom Blade, Negate.

Moreover, with so much discard and sorceries in your graveyard, you should look at cards with the madness, spell mastery or flashback mechanics. For example: Galvanic Bombardment, Fiery Temper, Cast Down

Saiyamoto on Humans Unite!

2 years ago

Notes to self:

Switch out Seismic Stomp and both counterspellsMaybe add more Fiery Impulses, Journey to Nowhere...
Sai of the Shinobi and Specter's Shroud Look interesting too.

ThallionDarkshine on The Spark of Life

2 years ago

I think the first cuts should probably be anything that just gains life and doesn't draw a card or destroy anything. So that would be Benediction of Moons, Chaplain's Blessing, Heroes Remembered, Blessed Reversal, Sanguine Sacrament. After that, I'd probably start looking at all your 3-cmc "bolts". 3 mana seems a little steep simply to deal 3 damage to something, even if it gains you a little life on the side.

Also, one card that I completely forgot to suggest earlier is Fiery Impulse. While it can't go face, being a bolt that only hits creatures is pretty good.

hardhitta71194 on Thermo-Thing-Vision

2 years ago

I would replace the Fiery Impulse with Lightning Bolt. Desolate Lighthouse is better than Geier Reach Sanitarium. Lava Spike is also nice if your going the burn route.Remand is good with Fevered Visions as well.

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