Impulse

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Casual 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
Duel Decks: Speed vs Cunning (DDN) Common
From the Vault: Twenty (V13) Mythic Rare
Beatdown Box Set (BTD) Common
Visions (VIS) Common

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.

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DDN

BTD

VIS

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Impulse Discussion

toastySmorc on That's mine

5 hours ago

Just some 'strictly better' additions (because I run a modern deck using Silumgar as the main win condition). Diabolic Tutor can be replaced by Liliana Vess, who costs more but has way more utility. Expropriate is good with the flavour of the deck.

IMO Twincast can be replaced by Misdirection but that's purely personal preference, and I tend to prefer Telling Time or Serum Visions over Impulse.

Last thing, 33 lands not enough in a commander deck with no accelerants. I would suggest cutting some of your expensive mill effects like Sire of Stagnation for some basic lands.

But still, +1 for Silumgar!

multimedia on Commander mono blue control

1 day ago

Hey, looks good for a first Commander deck.

Talrand can be a nice budget control Commander, but he needs a lot more instants than I see here. Spells that can help you dig for other cards as well as draw. Take more advantage of Talrand's ability to make creatures and play more cheap mana instants and sorceries instead of so many creatures. Creatures like Mnemonic Wall who you've included and my suggestions of Archaeomancer, Docent of Perfection and Curious Homunculus are the kind of abilities you want with creatures because they also go with the control/ Drake making strategy of Talrand. Creatures such as Slither Blade and Storm Fleet Aerialist look out of place because if controlling you don't want aggressive creatures or creatures that benefit from being aggressive.

You're on the right track with including several good cards: Brainstorm, Mystical Confluence, Mana Leak, Negate, Blue Sun's Zenith, Sol Ring, Thought Vessel, Reliquary Tower, Echoing Truth, etc. There's however a lot of cards that can be replaced for better budget options.

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Good luck with your deck.

Hyperalgialysis on Sanity Swallower

2 days ago

Your sideboard could use more ways to interact with permanents you can't deal with/missed the chance to counter. Malfunction has a 2 drop version in standard that just makes the creature unable to untap, doesnt tap it tho but either one may be handy, as well as something like Baral's Expertise since it can clear your opponents field. You will probably want 3Negate and 3 Essence Scatter in the main and 1 more of each in the sideboard, Supreme Will is also a great counterspell since whenever they can finally pay the 3 it becomes and Impulse.

redace10 on Noyan Dar the man of lands hitting yo in the face!

4 days ago

Some suggestions: Darksteel Citadel and Cascading Cataracts are boss for Noyan. Expedition Map helps search them out.

Gods Willing, Sheltering Light, and Shelter are cards I'd take over Stave Off. Unsubstantiate is way more useful than Unsummon. Likewise, Into the Roil and Hour of Revelation would be better than Disperse and planar cleansing.

I would like Supreme Will in this deck, you run a lot of instants and counters, that card would seem to fit. Impulse by itself is a useful card I like more than the standard cantrips.

I like Noyan cause you can get asymmetrical with board wipes that hit all nonlands, like your planar cleansing. There are more cards out there that can take advantage like that, edhrec should help with that search.

Love a good Azorius control deck, +1 cause Noyan is badass :)

multimedia on Suns_Champion

5 days ago

Hey, you asked for my advice on your Zur deck. You've put a lot of time and effort into it and the deck description is easy to read and understand very nice work. I've never seen Zur used with Alarm as a win condition combo. Very creative idea, well done, upvoted. For a first deck with combo you've gone combo crazy!

The idea is great the problem is the combos need to be streamlined, too many combo cards not enough synergy between all cards in the deck and not enough universal good Commander cards. You don't need to jam all the possible combos into a deck it's overkill. Consider trimming Combo #1, Combo #2 and cutting Combo #3? A lot of combo cards you're playing are only good with other combo pieces as part of a combo. These cards are not good by themselves or have synergy with the rest of the cards in the deck other than the combo they go with. Because of all the combo cards I see problems with playing a normal game of Commander.


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Your deck is very creative as a first deck with combo, you have a good grasp on the archetype. But you're going combo crazy which in my opinion will hinter gameplay much more than help it. It's more practical to pick a few combos that include cards that have overall good synergy with the entire deck not to use so many cards just because they're part of a combo.

Good luck with your deck.


ThallionDarkshine on Kess: Budget Mill

5 days ago

This is a big change to the deck, but I like the idea of switching the deck to be more focused on repeatable sources of mill, namely Sphinx's Tutelage, Jace's Erasure, and Consuming Aberration. With this change, cantrips like Ponder, Preordain, and Brainstorm would be more powerful for their low cmc, allowing you to cast lots of spells in a turn, cycling through your deck and milling people out quickly. Your current game plan of pairing utility creatures with mill seems a bit weak, since the ingest plan is very slow, as are Stern Mentor and Vedalken Entrancer.

Whether you stick to your current game plan or decide to switch it up, there are some cards that I believe feel out of place. The x-costing damage-based removal spells (Heat Ray and Fanning the Flames) are incredibly slow, especially with how little ramp in your list. Thunderous Wrath is another very low-impact card I see here.

I believe your removal package is very strong already, you just need to add more instant/sorcery-based draw/cycle, which synergizes with Kess for lots of draw power. I mentioned the cantrips earlier, another great option is Impulse, while Fact or Fiction is an incredibly powerful draw spell that also fills your graveyard with spells to flashback. Forbidden Alchemy is another great spell that cantrips while filling your yard, and has flashback in case you don't have access to Kess. Mind Grind is a great mill finisher, and can be reused with Kess for incredible amounts of mill.

I would suggest adding a little more ramp to your list as well. Izzet Signet, Dimir Signet, and Rakdos Signet are some of the best mana rocks, and I try to fit signets into every multicolored deck I play.

Finally, there's a very powerful combo you can run in mill decks that I think would fit in well here with Kess's ability to recur instants/sorceries. Using a counterspell that puts the countered spell on the bottom of its owner's library (Hinder or Spell Crumple), then casting Tunnel Vision naming the countered card, you can mill a player out completely.

Pieguy396 on Take up the Quill...

1 week ago

@bushido_man96:

I've actually been moving this deck in less of a clone direction, and more of just a control direction. I use most of my mana in a turn either on removal/counterspells or card draw, and I found that most of my clone effects were just taking up space. I have a good amount of recursion anyways, so I'm not particularly concerned with reusability.

@redace10:

Mystic Confluence is one of the cards I'm "considering", I just arranged a trade with another user for one, and I expect to have it in this deck in a couple of days. I don't particularly care for Supreme Will; Mana Leak is bad, and if I wanted to play Impulse, I'd just play Impulse. I get that the versatility is great, but I tried Mana Leak in here, and it was rarely able to counter the things I needed it to. I thought about Isochron Scepter, but there are only 13 cards that work with it. Do you think that's enough?

As for wraths, I've generally been fine with what I have; as I have 4 instant-speed wraths, I can usually just say something along the lines of "Don't attack me, or I'll have to bounce your board", and my playgroup knows that I might have the cards to do that, and so they just respect it. Hour of Revelation is definitely worth further consideration, though the triple could be an issue.

And as I mentioned above, I've been moving further away from the Clone plan lately. My past few game wins have come from Kiora, the Crashing Wave emblems and kicked Rite of Replications (at instant speed) targeting big bombs like Kozilek, Butcher of Truth or Wurmcoil Engine. Stunt Double was one of the cards I recently took out because even it was underperforming a little.

In any case, thank you both for your feedback!

mtgplayer100 on

1 week ago

Impulse is unfortunate not modern legal

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