Impulse

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase 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

V13

BTD

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Impulse Discussion

Sgtpopnfreash on Kess: Herald of Bolas

3 days ago

Hey I've been playing Kess, Dissident Mage since she was released and I love her. Some simple changes you could make to your deck are as follows-
- Kess, Dissident Mage loves instants and sorceries more than creatures, she especially loves Tutors and "cantrip's" (spells that do an effect and then replace themselves) since she can cast them twice they become card advantage. You have many cheap options I would add Gitaxian Probe, Ponder, Preordain, Impulse, Opt and maybe Serum Visions and Brainstorm for cantrips and Gamble, Dark Petition possibly Merchant Scroll, Beseech the Queen and Mystical Tutor for tutors. The cantrips will also help you hit early land drops.
- Your mana curve is pretty scary for a deck with only 29 lands you need to take that down a bit or add more lands probably do both. Decks with 29 lands run all the cantrips and have a average CMC of around 2 not 3.5
- You have Windfall how about a Notion Thief? Its quite powerful when flashed in in response to someones draw spell.
- The dragon theme doesnt make any sense and is very counter intuitive to what your deck is trying to do. You should probably cut all the dragons and dragon related spells.
- My favorite win condition for Kess, Dissident Mage is using Aetherflux Reservoir and Isochron Scepter with Dramatic Reversal to cast infinite spells and gain infinite life. If you went that rout adding Fabricate, Muddle the Mixture maybe Shred Memory and Whir of Invention would probably be a good idea.
- I think you could also probably cut The Locust God, Skullclamp and Unstable Obelisk instead of those add Dimir Signet and hopefully Talisman of Indulgence, Talisman of Dominance and for draw add cards like Fact or Fiction, Manifold Insights or Dig Through Time and Treasure Cruise. You can add Faithless Looting and Frantic Search to preload the graveyard to pay for the last two spells.
- Dark Petition, Dark Ritual and Cabal Ritual are great mana producing spells for Kess, Dissident Mage
your counter magic suite is a little weak you probably want Chain of Vapor, Swan Song, Counterspell, Delay and Dispel along with Negate. take out any counterspell that cost more than 2 mana.
- Baral, Chief of Compliance is super good at reducing the cost of your spells as well. With him add Red Elemental Blast and Pyroblast depending on meta.
- These changes will make you weaker to creatures run Reality Shift, Snap, Rapid Hybridization, Fire Covenant and Earthquake

Durkle on Esper Control

3 days ago

Been working on a Teachings control list myself. I have a few thoughts on your list here, based on my own experiences. Since you're not as familiar with cards post-BFZ, allow me to introduce to you some of the great new things we can take advantage of.

Torrential Gearhulk: 5/6 with flash that flashes back a cryptic command for free? Yes please.

Cast Out: Instant speed answer to any problem permanent.

Supreme Will: Not life changing, but it's a Mana Leak when you need it and an Impulse when you don't.

Blessed Alliance: Great sideboard card, if not a 1-of in the main. Wrecks bogles, can help you stabilize against fast aggro.

Shambling Vent: Big advocate of playing one of these since this is a slow deck with a painful mana base and few ways to gain life. Only 1 though, since blue is so important.

Other than that, I have a few miscellaneous thoughts. One, I really hate Remand in this style of deck. Remand is a tempo card, more useful in a deck trying to stall out a few turns rather than try to deny your opponent resources entirely. Besides, returning things to your opponent's hand makes Esper Charm WAY worse on turn 3. Second, I think Opt is a trap. I haven't been impressed with the card at all. On paper it seems alright, but I much prefer playing a couple more Think Twice and some other stuff instead, especially since our turn 1 is a golden opportunity to play our manlands or fetch painlessly.

And to the comment above, NEVER underestimate the value of a 1-of sideboard. Think about the type of deck this is; you're not trying to change its identity or its overall game plan going into games 2 and 3, you just want to replace some lackluster cards in the matchup for better ones.

...With that said, 1 spell snare and 1 leyline both seem strange to me. Even Thoughtseize I think would be better suited as more duresses. Think about when you would want to bring those in. Most of the time, it'll be against a control mirror. Against a deck that plays creatures, you don't want thoughtseize anyway. You don't want to cost yourself any additional life when you can afford it. Duress is super good against something like UW control or Blue Moon or something. Dispel too, for that matter. It's a preference thing. If you like the thoughtseizes better, play those.

Leyline is kind of a trap too. What it does is really powerful if you can get it in your opening hand, but otherwise you're just diluting your deck. I think 1 is actually the right number if you want to play it, but against burn, things like Timely, Rest for the Weary, or Blessed Alliance in tandem with your disruption should get the job done. Also Mindbreak Trap is great since storm is so big right now.

Anyway, good luck my dude. Control players gotta stick together in these tough times

VTMan72 on Daxos of melethis

5 days ago

As far as strict upgrades go, Serum Visions needs to become Preordain and Anticipate needs to become Impulse. I feel like Snap would be better thanUnsummon. Lastly, I don't think there are enough shuffle effects to make Brainstorm good here. Maybe Shadow Rift or Counterspell could take it's spot.

I do like this deck though. Lifegain is rarely worth it on its own, but Daxos gives free card advantage too. Best of luck at the tournament.

corythackston on Thrasios

1 week ago

I would also take out Carpet of Flowers and a lot of your random counterspells that aren't very good like Cancel and Dissolve. The thing with counterspells in this deck is that you're gonna want to tap out a lot which will be awkward with counterspells. Also since you're 100% gonna be hitting your land drops, Impulse seems worse than something like Pull from Tomorrow or even Compulsive Research which can turn excess lands into card draw.

Midwest on Thrasios and Tymna: Podcast

2 weeks ago

Copy Artifact and Winds of Rebuke offer a win condition alongside an Isochron Scepter with Dramatic Reversal. I get that will generally already be making infinite mana which gets you where you need to be, but the additions seem pretty free to me. Winds of Rebuke gives you interaction (albeit mediocre interaction) while Copy Artifact can copy one of your mana rocks if you don't have Scepter. Merchant Scroll tutors up either Winds of Rebuke or Dramatic Reversal to pair with your Scepter or even Pact of Negation as a free protection spell on your combo turn. Dark Petition is another great tutor that could see play here. You're playing enough spells that turning on Spell Mastery should be inconsequential.

You're playing the 4 expected cantrips, but I would consider adding a couple more personally. Impulse for sure and then either Opt, Serum Visions, or Sleight of Hand based on your preferences.

I haven't played your deck, obviously, but does Paradox Engine feel clunky to you? The CMC seems rather high for what you're trying to achieve.

Sheld on I'll hold on to that for you!

2 weeks ago

Hi NV_1980,

I love this deck! I really like when people go off the beaten track and come up with something original in their decks and I also like when cards in a deck synergize well with each other instead of being powerful good-stuff cards and you certainly accomplished both of these with this deck.

It is hard for me to give advice on deck without play-testing, so I will just write down some cards that seem to fit your deck well, but you will know better if they are actually worth playing.

AlwaysSleepy on The EDH Doomsday Primer

3 weeks ago

kilgore

Nice man! Yeah Impulse makes for some silly pile openers. The fact that it says you can order the cards makes it a useful pile opener. One of my favorite goofy ways to open a pile is with Intuition, where you build the pile to essentially play itself based on any 1 of 3 cards.

Probably the most sad/silly way I opened a pile which people shouldn't be doing is passing with Dark Confidant in play. I cast DD, put Bob into play, and loudly proclaimed "PASS."

The whole pod just erupted in laughter.

I lost that one sadly. :(

TehRealZ3r0 on Let's Brew! Jeskai Control ( Ixalan ready)

3 weeks ago

So during the last standard I played a Jeskai Control build and had lots of success with it, so my tips for your build will reflect what has worked for me in the previous standards. Going into my comments, it is important to remember that creature heavy decks will remain the top decks in standard, and Energy is never going away.

Disallow is the best counterspell in standard, followed by Supreme Will for it's ability to function as an Impulse. Spell Pierce is very effective, as are Negate and Essence Scatter, but all are very conditional. You want at max 1 ofs or 2 ofs in the main of those.

For card draw, Opt is a four of in every deck. Glimmer of Genius is extremely good too. If you are not wanting glimmer because you don't use the energy, get that mindset out of your head. Scry 2 Draw 2 is very effective alone, and you are running three colors - enemy colors at that, so they have fewer dual lands in standard at the moment (fewer safe ones too) - so you should be running Aether Hub.

As for your removal package, you want one or two Abrade mainboard. Also, your board wipe feels weak. Fumigate is the most powerful removal in standard as it bypasses hexproof and kills over 5 toughness, which Hour of Devastation, unarguably the most effective wipe in standard, cannot do. Those should be your 2 to 3 wipes.

As for your win conditions, you are playing superfriends, which is fine, but honestly it feels underwhelming. Chandra is great. Gideon is great. Dovin does not win a game. And as much as I hate to say it, because judging by your comments earlier I know you like that jace, but he does not belong in control. Huatli creates a 3/3 engine that can run over a game. If you want superfriends, cut the jace and use Huatli, or like I did last standard, splash black for Bolas.

That said, Torrential Gearhulk is amazing, and I am baffled that it is not in your mainboard.

Of course, all of this is my advice, and what works for you works for you! Also, my advice is just going off cards, and I know that some of these get much more costly, so if cost is the reason for some of these card's I've named not being in there, believe me, I understand! Build a deck because you love it and want to have fun. I like your deck a lot, good luck man. Happy brewing!

(as a final comment, Grixis is going to be overall better than jeskai in the upcoming standard due to the buff of red and black removal. There is an argument for white because it can cope with Carnage Tyrant more easily than black (red cannot deal with it, black needs discard, deathtouch, or Lost Legacy), but as for midrange and energy builds that are likely to be played the most, Grixis removal suite is the sweetest, if you're looking at a more competitive play route. I'm building both Grixis and U/W and taking the one that is more optimal in a few months to GP Atl, so that's my frame of reference.)

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