Impulse

Impulse

Instant

Look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.

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Printings View all

Set Rarity
Battlebond (BBD) Common
Duel Decks: Speed vs. Cunning (DDN) Common
From the Vault: Twenty (V13) Mythic Rare
Beatdown Box Set (BTD) Common
Visions (VIS) Common
Promo Set (000) None

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Impulse occurrence in decks from the last year

Commander / EDH:

All decks: 0.05%

Blue: 0.58%

UBR (Grixis): 0.47%

Impulse Discussion

multimedia on "Library.exe has stopped working" | Phenax Primer

4 days ago

Hey, you're welcome :)

Good eye, Naru + Flicker + Phenax + Elixir to tap Naru to mill before it's blinked with Flicker, nice work. You're right, Altar of the Brood combos with Naru + Flicker and it's also a good card outside of the combo since it's repeatable. In fact Altar could replace Apprentice or another creature that has an ETB mill ability because outside of the combo these creatures are less good then what Altar does.

A reason to add more mana rocks is because the avg. CMC is high, rounded up it's 3.7 and there's a lot of four drops. When you have a lot of four drops then being able to play turn two ramp is very helpful. Phenax + Eater + Elixir is your main combo and it's a mana expensive combo. If adding Naru + Flicker combos then having more ramp makes them better too because the combo costs seven mana. Dark Ritual is a card to consider adding.

Cards to consider cutting to add Naru, Flicker, Altar, Zenith and Zone:

  • Submerged Boneyard
  • Mirko Vosk, Mind Drinker
  • Keening Stone
  • Into the Story
  • Dauthi Embrace

I think you can push your deck a lot further even with the low budget. Ideally if you're playing combos you want tutors especially since you're playing black, but I understand not including them because of the lower budget. Scheming Symmetry and Diabolic Tutor are both worth adding. Mana efficient draw spells or repeatable draw sources can't completely replace tutors, but they can sure help.

These cards can be excellent support because they help to draw into or find the better cards in your deck. Wheels are good with Notion Thief and Psychic Corrosion. Madness can be repeatable with cipher. Drift can transmute to get one of Elixir, Flicker, Freed or Alarm. Muddle can transmute to get one of Guildmage, Greaves, Mindcrank, Orb or Rift. If not transmuting then both Drift and Muddle are fine since Drift has 5 toughness/flying and Muddle is a pseudo Negate.

With the lower budget draw spells and mana rocks are your best early game plays. These can help to setup combos, make land drops and have ramp for mid and late game, the stages of the game when your deck performs the best. Consider streamlining the creature base? Keep the creatures that are part of combos and cut a lot of the others?

Streamlined creature base example:

  • Guildmage
  • Drift
  • Thief
  • Naru
  • Notion
  • Alchemist
  • King
  • Tree
  • Eater
  • Syr
  • Aberration
  • Hightower

Bonehoard is the best card of the cards that are creatures who have power/toughness equal to all creatures in all graveyards. Because of it's ability to equip to another creature then in my opinion you don't need to also play Wright, Mortivore, Nighthowler. Hightower (flying, huge power/toughness) and Abrerration (mill, huge power/toughness) are the better high CMC creatures who are not part of combos because they can become huge and do something without having to attack.

Azeworai on Atemsis, Gochta!

6 days ago

Ah, quirky commanders are always an oddity, but delectation to brew. Now, Mono-Blue isn't exactly my forté, but I believe I may be of aid.

So, I am an adherent to running fewer lands; Thirty-six in Mono-Blue should be a crime. In their lieu, I would recommend many cantrips. If it goes three cards deep, say Preordain, then I consider it a half of a land. Four or more cards, I deem a full land. At least, this is with my experience in gameplay. As such, Impulse is absolutely lovely. Two-mana, instant-speed, what more could a player desire?

Forbidden Alchemy, Chart a Course, Strategic Planning, and Frantic Search are of note.

Baral, Chief of Compliance could be absolutely lovely: For one person, at least.

Spellseeker has never disappointed me. She finds Cyclonic Rift, Preordain, Counterspell, and Finale of Revelation, for ones in the decklist.

Every deck needs graveyard hate! Tormod's Crypt and Relic of Progenitus are both things that Trinket Mage can tutor for, but there are far more options out there. If you are to add Tolaria West could search for Scavenger Grounds.

Quicksilver Fountain is fantastically mean, though effective. It combos painfully well with Oboro, Palace in the Clouds. Target the land with the fountain, bounce it in response, whereupon the trigger fizzles and you are not to be afflicted by infinite islands.

Anent what I would cut:

Flow of Ideas seems slow, sorcery-speed, and expensive to cast. Big draw spells shouldn't be dependent on board-state unless you're playing green and have no choice. Try Stroke of Genius or Pull from Tomorrow.

This deck looks to have some busy early turns, seeing the abundance of 1-3 mana spells. Myriad Landscape enters tapped and still requires mana to ramp. I'd prefer just another Island. Though, a land worth considering is Riptide Laboratory just has quite a bit of utility.

Something I merely wish to put out there; I dislike Temple of the False God very much. That's all for that point.

One direction you could take this deck is group-hug. It draws you cards, keeps others from heeding your schemes, and allows for kills out of the blue. (get it?)

I suppose that's all from me. May fortune be with you!

billy21 on Mizzix

2 weeks ago

When I was playing it, I noticed it had a lot of X spells which I don't think interact with Mizzix well. I'd try ditching a couple of those and some higher cost creatures to speed up your early game. Then I also added a couple things that should help you keep a board state.

Narset's Reversal

Expropriate

Arcane Signet

Rhystic Study

Impulse

Faithless Looting

Rise from the Tides

Cyclonic Rift

Leyline of Anticipation

Metallurgic Summonings

Chaos Warp

Baral, Chief of Compliance

Goblin Electromancer

Azeworai on Rashmi Flash

3 weeks ago

One direction you could bring the deck towards easily is running more elves. Priest of Titania is far more powerful when she taps for three mana consistently, as athwart to one, maybe two.

Llanowar Elves, Elvish Mystic, Fyndhorn Elves, and Boreal Druid are cheap and effective upgrades. Considering that this deck probably wants it's commander as soon as possible, these may aid with a turn three Rashmi. Talisman of Curiosity and Mind Stone seem worthy as well.

As such, whilst Kodama's Reach and Cultivate are fine ramp, they're more wont to slower strategies. Turn three Cultivate into Rashmi just seems lacking.

One tip I have for any deck really is running cantrips over lands. Thirty-seven is a lot, so just draw spells instead have more value early and late-game. Impulse, Anticipate, and Once Upon a Time both are all instants that do the job.

I believe that is all from me. Good luck!

PookandPie on Urza

1 month ago

Saw this on the deck cycled list. Thought I'd offer my critique, as I also play Urza. My list for reference:


Urza, Annoying Artificer

Commander / EDH PookandPie

SCORE: 1 | 89 VIEWS | IN 1 FOLDER


So there's a Selvala deck that outspeeds you? Let's see what we can do to fix that.

There are some cards that currently have some upgrades that can be made. Impulse over Anticipate , for example. Preordain is better in a deck without fetchlands than Ponder .

Release to the Wind is not a good card; I know it makes them pay double for whatever you exile, but that's usually a pittance and means this can never truly stop a game-winning permanent as they'll just get it right back. Imprisoned in the Moon isn't an instant, but it at least gets whatever it is out of the way for a moment (if placed on Selvala, that stops them dead for at least a couple turns, whereas 3 mana is just easy for them to generate otherwise). Reality Shift is cheaper than Gilded Drake and most of the time people don't get anything good off the manifest (only once have I exiled a Tymna for them to show some scary top deck like Notion Thief. Usually it's a land, a mana rock, or something else that they can't use now that it's on the board manifested). Or just run Rapid Hybridization to deal with early Selvalas to effectively double your chance at Pongify.

Static Orb would throw a wrench in a lot of player's plans. You simply tap them with Urza on the end step of your last opponent before you untap, and then you untap all of your permaments as normal. It's primarily one of the reasons why Urza is considered a good Commander (and I see you have Winter Orb in the deck already, but this one also shuts down dorks. Run both!). Since you're also having trouble with creature decks, I also recommend Tangle Wire , as it never hurts you as bad as your opponents.

You don't have many tutors (I count Mystical, Scroll, and Whir), so I imagine you have difficulty finding what you need. Cards like Fabricate , while inefficient, are still solid at finding the artifacts you need. Reshape is strong, and Muddle the Mixture pulls double duty at protecting your combo turn or allowing you to find your combo pieces (this is among the few cards in mono U that finds both Scepter and Reversal. This card's a big deal- run it). Outside of that, having big ways to draw cards can be hugely advantageous- Recurring Insight can be pretty strong as you generate tons of mana with Urza out (casting a 6cmc spell while everyone's tapped down and stuck with full hands due to Static Orb is a wonderful feeling), Blue Sun's Zenith isn't the greatest but it can draw when you need it to, or possibly even kill a player when you get Dramatic Scepter (if you don't like BSZ, Pull from Tomorrow is also very strong). Fact or Fiction and Dig Through Time are solid options as well, and you should totally be running Windfall or Echo of Eons with Narset, Parter of Veils in the deck (what's better than shutting off your opponent's draw? Stripping their hands to 1 card to make it hard for them to fight back).

Outside of that.... I see that you run Deadeye to win with Urza by making constructs, but why not Peregrine Drake over Myr Battlesphere? Battlesphere is also going to need Deadeye to close out a game, pretty much, but Drake generates infinite mana with Deadeye so you can just win via Urza and Jace. I'm not going to recommend the big pricey combo cards for the deck, but maybe something like that could give you a slight edge as you only have one method for infinite mana right now so if it gets destroyed you're basically done.

Suggestions on cards to cut for some of the above:

Ichor Wellspring- this card is playable in Daretti or Breya, but pretty bad elsewhere as you don't have a reliable way to sacrifice it, so it's basically 2 mana to cantrip/mana ramp. You could do that more efficiently with Arcum's Astrolabe and by swapping to Snow Covered Islands, but that's unnecessary when what you need is big draw or tutors to find combo pieces (that and Preordain and Ponder are just outright better at filtering through cards, let's be real).
Jhoira's Familiar- you don't need this. It's expensive and Sculptor is just flat out better at this effect.
Efficient Construction- you have Sai, Sai is better at this.
Riddlesmith- one of the tutors mentioned above would be better.
Trophy Mage- Is this a holdover from a previous build of the deck? Because it only finds Scrap Trawler and Worn Powerstone right now- both are cards I don't think you're going to jump at opportunities to tutor for.

Hopefully that helps figure out some cuts, and hopefully this long ass post helped.

Azeworai on Kumena EDH

2 months ago

Merfolk is always a potent tribe, but I do see some incongruous elements that ought to be obviated.

For the basics of a deck, I have some recommendations as for what may be excluded.

Storm the Citadel is a fine card, but it's restrictive and must be done on your turn, with a board state. Removal is best when it can be used both if you're ahead or behind in the game.

Transguild Promenade and Gateway Plaza is a land with a casting cost. I'd recommend some basics in their place.

Kiora, Behemoth Beckoner only draws cards off of six creatures in the deck, and thence doesn't bolster much. Lords help, but card draw is more applicable when it's not dependent on your board-state. Curious Obsession falls unto the same category.

Spark Double is quite restrictive that doesn't do much on its own. Cloning the commander doesn't do much, either, so a worthy target isn't always available.

I'm not quite sure why Clear the Mind is in here.

Geode Golem doesn't actually cheat the cost of the commander by too much, so perhaps it doesn't merit inclusion.

Tidal Flats is a card selcouth to me, and I don't quite understand its purpose. It can mess up blockers, sometimes. The opponent needs to have no open mana, otherwise, it's useless. That's very easy to play around and I'd prefer just a kill spell.

Heraldic Banner , Simic Locket , and other three mana ramp options are a bit slow to really provide ramp. Talisman of Curiosity , Mind Stone , and Rampant Growth do the same for less.

You have an awful lot of lands in here. A deck-building strategy I adhere to is fewer lands in place of draw spells. They have more utility late-game and can still find lands if need-be.

As for the theme of the deck, I have some potential implementations.

Kiora's Follower is an on-tribe creature that synergizes with the strategy, and ramps. Only great. :)

Stonybrook Banneret spells itself out.

Thada Adel, Acquisitor is a fun card that people will always murder on the spot. Though, stealing a player's Sol Ring feels great.

Coastal Piracy and Bident of Thassa are similar to Seafloor Oracle , and more effects like that are always nice. Kindred Discovery is an enhanced version, too.

Animation Module is a fun option that could supply some benefit at a cheap cost, and Hardened Scales does the same thing.

Cytoplast Manipulator is a splendid option for your counters theme.

As for removal, Reality Shift , Krosan Grip , Pongify , Beast Within , Rapid Hybridization , Kenrith's Transformation , Incubation / Incongruity , and Imprisoned in the Moon . Kill spells that strand a commander on the battlefield are always annoying to deal with.

Cantrips! Impulse and Supreme Will fill the role rather well.

Seahunter , Forerunner of the Heralds , and Merrow Harbinger work wonderfully as tutors.

At last, Vigean Graftmage seems perfect.

Alas, welcome to the format, and may you slaughter the opposition with your irriguous fiends. :D

I do have my own list if you wish to peer upon it: The River Anew

Saryn on Tasigur Clones

2 months ago

I've been looking for a list like this for myself. This is a pretty good place to start. Thanks for sharing!

If I may offer a suggestion. You have a copy of Anticipate in this list. I'd swap that out with Impulse .

multimedia on U wont like that

3 months ago

Hey, nice budget Esper deck. Looks like you're not finished?

In Esper colors you can take more advantage of opponent disruption and you kind of need more of it if you want to consistently cast Chromium, who's seven mana. Control the game more by slowing down your opponents which can give you more time to prepare the game for when you drop Chromium. I think you should stick with Tocatli Honor Guard . In fact I'm suggesting to expand on it. Of course this means cutting most creatures who have an ETB ability.

Chromium doesn't have an ETB ability and there's not very many creatures here who do. In Commander many decks, much more than not, rely on ETB abilities from creatures to get value or even to win. Shutting this off can give you a big advantage. Creatures who exile other creatures or permanents when they ETB are risky because of board wipes. When these creatures die from a board wipe then the exiled card goes back to the opponent. Board wipes are more important for Control then these creatures.

In Commander 26 lands is very low for a Control deck. This is the amount of land you would play in a 60 card Control deck in Standard. In Commander there's a lot more than 60 cards therefore you need more lands because you want to make your land drops each turn. Mana rocks and other spells that can get you lands in your hand or on to the battlefield can help, but even with these cards you need more land. You really want both. There's only 91 cards here; my advice is start with adding 10 more lands and the three budget Signets: Azorius Signet , Dimir Signet , Orzhov Signet .

Budget lands to consider adding:

Cards to consider cutting to add lands/Signets:

  • Fleet Swallower
  • Drowned Secrets
  • Psychic Spiral
  • Psychic Corrosion
  • Thought Collapse

Consider cutting the opponent mill theme? Opponent mill is not very good in multiplayer Commander unless your dedicated to it. Graveyards are a huge resource for so many types of decks in Commander; mill will most likely help your opponents rather than hurt them. I wouldn't play mill unless it's the main strategy of your deck. Playing many wheel effects and having infinite mill combos as win conditions.


Other budget cards to consider adding (some of these are in the maybeboard):

Cards to consider cutting:

  • Final Payment
  • Drown in Sorrow
  • Absorb
  • Deputy of Detention
  • Hostage Taker
  • Conclave Tribunal
  • Shell of the Last Kappa
  • Tome of the Guildpact
  • Dire Fleet Ravager
  • Sphinx's Insight
  • Ob Nixilis, the Hate-Twisted
  • Nightveil Predators
  • Basilica Bell-Haunt
  • Dimir Guildmage
  • The Haunt of Hightower
  • Rise from the Tides
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