Impulse

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
Unformat Legal
Pauper Legal
Commander / EDH Legal

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

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.

Price & Acquistion Set Price Alerts

BBD

DDN

BTD

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Impulse Discussion

ownagefactory on Kenrith twins spell juggling show

3 days ago

I'm in the process of retooling my own. I thought I would share things I found. Sorry if i'm spamming ideas at you. That said, I can't believe I never noticed Invert / Invent . It's perfect for Will. Pre-emblem it turns his +2 into removal. Post emblem it lets you tutor up 4 cards! I prefer Murmuring Mystic over Talrand, Sky Summoner . Mystic has a solid 5 toughness allowing it to be an effective wall(survives anger of the gods as well). That alone can allow you to drop Will safely a bit earlier. The fact it only has one blue in its cost also helps keep double blue countermagic up. Unless you really value the 2/2 drakes over 1/1 birds, I would make the swap(or include both). I'm toying with the idea of running Radiate There is a lot of single target removal in my meta. Using an opponents spell to clear the field for you is a very satisfying feeling. Impulse is better than Peer Through Depths In my opinon. Goes 4 deep instead of 5, but there is no chance to whiff and get nothing. Also, you don't have to reveal the card you get! Blasphemous Act and/or Evacuation are great ways to clear a board for one of the twins to come down. Evacuation can be cast at the end of the turn before you untap. With enough creatures on the field, Blasphemous Act can easily be cast the same turn your as your commander. You can even +2 Will to kill things that would normally survive it(assuming its not buffed through auras or +1 counters).

hkhssweiss on Making a Mess with Kess!

1 week ago

Heya Sinken!

Kess is super fun. There is a lot of cards you do and her ability to reuse them from the yard just makes it so much better. Here are some cards off the top of my head that you can consider using.

You can also take a look at my Kess deck if you want some ideas as well!

SenatorDickWeed on Knowledge and Power: Niv-Mizzet's Mania

1 week ago

Ravenrose first of, that 32 land count looks pretty scary to me. I run 36 in my Arjun deck (with 7 mana rocks) and even that is sometimes cutting it close. Seeing that you aim to cast a plethora of mid to high costed instants and sorceries, i'd suggest you use Metallurgic Summonings. Your spells give you an additional body to attack with or in the worst case a chump blocker. Experience learns me that this card can be very clutch. If you're interested in any more instant/sorcery triggers that produce usefull bodies, i'd like to suggest Young Pyromancer, Docent of Perfection  Flip and Talrand, Sky Summoner. furthermore, the scry trigger on Jace's Sanctum can be very helpfull. now for the actual instant and sorceries. Ponder is one of my favorites and most used cards. The option to shuffle your deck if you can't find anything usefull has really helped me in the past. Mystical Tutor is a bit more expensive but it will find you whatever you need when you,re in trouble. Bonus Round, Swarm Intelligence, Melek, Izzet Paragon and my fovorite Primal Amulet  Flip are absolute beasts when it comes to copying your cards, which can be very powerfull in the right deck. Will Kenrith and Rowan Kenrith have insane synergy together although they're a bit pricey. You're not running that many sorceries, but if you did Hypersonic Dragon is a very sollid card to include. Little can trips like Gitaxian Probe, Quicken, Impulse and Anticipate are quite usefull as well. I'd also suggest to add atleast one more spell that can really beef your hand (and a permanent that gives you no maximum hand size like Spellbook or Reliquary Tower) such as: Blue Sun's Zenith, Pull from Tomorrow, Mind Spring, Stroke of Genius or maybe a wheel effect if you want to possibly hurt your opponents as well. Windfall and Jace's Archivist fit this role very well. Lastly I'll name several other powerfull or usefull cards i forgot about. Psychic Corrosion and Sphinx's Tutelage for mill power, Mindmoil or even my trusty commander if you really like chaos (Teferi's Puzzle Box is an option if you want everyone else to join the madness), Laboratory Maniac is a really nice fail-save (Especialy if you want to secure your Niv-Mizzet, the Firemind/Curiosity combo), regular old Counterspell is always usefull, Counterflux is situation but can stop someone's stupid combo, Chaos Warp, Reality Shift, Pongify are Rapid Hybridization the best removal cards for izzet decks, i like Arcane Denial because it gives your opponent something back, Evacuation can save your beasts as well as fuck over any token decks, cards like Day's Undoing might save you if all goes south, ofcourse any mana rocks are always a welcome addition to a deck. And i guess that's all the suggestions and tips i can think of right now. I know it's a lot, but i live for Izzet decks and any time i get the chance to work on a new one my brain goes into overdrive. I understand what a spellslinger deck needs to dominate and i love to spread that knowledge. I hope i helped, have fun with the power of Izzet!

enpc on Lazav the Multifarious

2 weeks ago

Looking at your list, some immediate things I pick up on:

  • you have quite a few regeneration effects, it seems like overkill to me. Most of the best removal you come up against is exile based so it seems like a wasted slot.

  • you have no haste enabler that I could see. That combined with the fact that all of your combos care about summoning sickness means that you have to wait a turn to assemble them (unless I'm missing something). Adding cards like Blighted Bat will give nooze haste so you can combo on the spot.

  • more card advantage will help. Stuff like Impulse, Mystic Remora, etc will help you dig for cards. I know you're graveyard based however cards are better in hand than in the library.

Those would be my thoughts.

redace10 on Instant, Sorceries and Dragons Oh My!

4 weeks ago

This looks like a fun deck, I adore Taigam as well, easy +1. I'm quite familiar with a Taigam, and have a smatteting of cards for consideration.

Impulse>Anticipate- Love impulse, digs almost as deep as fact or fiction but at half the cost, and no revealing anything.

Metallurgic Summonings Makes tokens that scales with your spells, and recurs all spells in the gy. This usually draws removal in my meta, its that good.

Nimbus Maze, Prairie Stream- 2 excellent lands for Azorius decks, and on the cheaper side too.

Valorous Stance- A great spell to use after declaring Taigam as an attacker. Removal and protection in one spell, love its utility. Shadow Rift is another good one after declaring attacks. With your strong token theme here, I think Rootborn Defenses could do some good work too.

Fellwar Stone, Wayfarer's Bauble, Talisman of Progress. Mind Stone, Thought Vessel- 2 drop mana rocks are the bee's knees for a 4 cost commander, as it ramps on curve correctly for a turn 3 Taigam. The bauble is just decent ramp for non-green decks, and again, curves correctly. 35 is a low land count, and there's not a lot of ramp here. Some of your spells are expensive, a little tweaking is needed imo.

Your creature count is very low here, I think one or two more board wipes would help keep you safe. Fumigate and Tragic Arrogance come to mind first, there are plenty of others though.

Hope I was helpful and this wasn't too much. Keep on spell-slinging! :)

Winterblast on Augustin's $t4ks (cEDH Primer)

4 weeks ago

Maybe you are interested in my latest overservations in a game or two. I have made some changes before going to our edh night yesterday and wanted to test some cards on my maybe list, some of which I already had in the deck earlier. I went about exchanges rigorously, even trying to replace cards that I hadn't touched in a while just to see how important they really are if they are missing:

IN: Narset Transcendent, Karn, Scion of Urza, Preordain, Impulse, Disenchant, Muddle the Mixture, Serra Ascendant
OUT: Metalworker, Staff of Domination, Cataclysm, Chalice of the Void, Land Tax, Scroll Rack, Steel Sabotage

This was quite a lot but it's easier to see how the deck performs when several flex slots are tuned in a different direction.

My first observation was that I would not have wanted Lavinia in the command zone instead in the game(s) I've played. I was able to cast GAAIV on t2 and he was countered by a FoW, after that player mulled to 6, so his options were rather exploited afterwards. I had GAAIV out 2 turns later with casting additional ramp and a Disenchant in the turn between, and then it was absolutely clear that the +/- 1 tax was a lot more useful overall than the abilities of Lavinia would have been. I specifically looked at how the game would have been influenced if I had her instead of GAAIV and there would have been a lot more going through unchecked than with GAAIV. The FoW on the commander would have been possible anyway and everything afterwards wasn't that expensive overall. It was pretty clear that GAAIV hindered the setup of whatever everyone wanted to do for quite a while. I had a Back to Basics and Sphere of Resistance later, and the cost increase did a lot to make the game unplayable for at least two players. What I was looking for was Armageddon/Ravages of War then, to shut down the opponent with the most basic lands. In this case Lavinia would have been a nice addition but finding the MLD spells was the issue in the first place.

It felt like the cheaper cantrips and the additional draw engines Narset/Karn would have done a lot if I had drawn them. Karn would even have made a solid win con because his tokens would have gone unblocked and undisrupted for several turns and would have been big enough to do serious damage. Getting Narset to ultimate would also have been possible. I did see a Preordain and used it and it helped me skip 2 turns of bad draws...good job. I am not so sure if removing Scroll Rack was a good idea, because I had a few situations in which looking ahead and exchanging multiple cards might have made a difference, especially with fetchlands inbetween. Not including the Land Tax/Scroll Rack draw engine did feel awkward for me in the past but actually getting them both into play in the way "parfait" used it isn't that realistic here.

Removing the Metalworker/Staff of Domination combo didn't hurt that much yesterday because I didn't see any combo pieces at all but the whole package of engine/top/key/monolith/rings/staff/metalworker makes it rather easy to complete ANY possible combo with single tutors. Not playing Chalice of the Void makes it easier to rely on the combos using Sensei's Divining Top as well, when before I could also go for Staff as an outlet for Metalworker or Monolith/Rings. There's still Helm/RIP anyway because that's so simple to play.

As for Serra Ascendant, I thought it would be interesting to try again how much a blocker/beater/lifegain source would influence how the game goes on staxed out tables (which we often see here) but I was again so quickly below 30 life because of various effects (not combat) that drawing the creature wouldn't have helped. Being able to play it very early in the game with GAAIV or another taxing effect afterwards, maybe then MLD as a follow up might still be a reason to keep it, but overall it feels a bit random.

Eventually I'd say Narset Transcendent, Karn, Scion of Urza, Preordain, Muddle the Mixture are fine to play while Serra Ascendant is not that convincing. Disenchant seems to be fine instead of Steel Sabotage because a straightforward "destroy" on two card types makes up for not being able to counter artifacts. Impulse is ok, could be Scroll Rack as well in several situations...or maybe even another bigger draw spell, such as Time Spiral, Braingeyser, Stroke of Genius, Sphinx's Revelation...Not really a fan of the X spells though in my current build.

Another card I might have a closer look at is Spellseeker. I think it's often a tutor for removal or another tutor that can get a different card type (for example Transmute Artifact). Have to check how often it's really worth to invest mana in that, even when the cost is reduced by GAAIV. I need to find a slot for Lavinia anyway and maybe we will get another card in the new set that has to be included.

It has been long until I actually reconsidered my current card choices, so please excuse the wall of text. I would appreciate input from your side if you have some time to spare!

redace10 on Taigam, copypasta mastah

1 month ago

Love me a good Taigam build, +1 from this fan. I am famaliar with Taigam, and have a few suggestions.

Monastery Mentor isn't a cheap card, but holy smokes, it's an incredible token maker in a Taigam deck. If there was ever an absurd target for Rite of Rep, its him. Good luck keeping track of all the triggers with 6 of them out haha ;)

You have a strong token theme here, has Rootborn Defenses been a consideration? At worst it allows Taigam to swing freely, and if you have a sweet token to make copies of...

Aetherflux Reservoir is a solid win-con for Taigam.

I don't really see any can-trip type cards, which is a mild surprise as Taigam pushes their value even higher. Preordain, Ponder, Brainstorm, even Serum Visions, all are solid cheap draw spells that make the deck more consistent and, of course, pushes the deck's average CMC down.

I'd lump Impulse in there too. I like Impulse quite a lot actually. It does a reasonable impression of Fact or Fiction at half the cost. Just good value. Also, F or F could probably be here. Fun interactive card.

Prairie Stream is a lovely dual land. Myriad Landscape is a staple land I use in most non-green decks. Ramp is hard for white-blue, getting that effect on a land is snazzy. Wayfarer's Bauble is close to an auto-include for the same reason. Very solid turn 1 play in non-green decks. Ramps on curve correctly as well for 4 CMC Commanders.

I threw a lot of cards at you, hopefully it wasn't too much, and hopefully some of them might be appealing. Keep on spell-slinging!

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