Talisman of Impulse

Talisman of Impulse

Artifact

: Add to your mana pool.

Tap: Add or to your mana pool. Talisman of Impulse deals 1 damage to you.

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Set Rarity
Mirrodin (MRD) Uncommon

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Legality

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

Talisman of Impulse occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Talisman of Impulse Discussion

thom-le on Gishath Dino Tribal

2 days ago

Hey, nice deck! I'm also brewing on Gishath, Sun's Avatar, my actual thoughts are on board whipes before playing the commander. Nevinyrral's Disk, Magus of the Disk, Oblivion Stone can make a clean battlefield, which makes an attack with Gishath, Sun's Avatar (maybe) more effective. Also by playing mana ramp sorceries your lands wouldn't be affected..

If you are playing mana artifacts consider Arcane Signet and/ or Talisman of Impulse. And is there a specific reason playing Huatli, Warrior Poet?

EldraziOfRavnica on PAKO SMASH, (with haldan for support)

1 month ago

I'm just saying that your deck has an abundance of creature based ramp, and while you do have some artifact and sorcery ramp, there doesn't seem to be a downside to swapping some of the dorks for the Talisman cycle(Talisman of Impulse, Talisman of Curiosity, Talisman of Creativity), Nature's Lore, Skyshroud Claim, Wild Growth, and other fast ramp cards that aren't creatures.

TDemers on The Ur-Companion

1 month ago

Given the companion rule change announced today, I made some initial changes to the ramp package to open up the 3 CMC spot more reliably.

In:

Birds of Paradise, Fertile Ground, Gruul Signet, Talisman of Impulse

Out:

Chromatic Lantern, Wayfarer's Bauble, Wood Elves, Urza's Ruinous Blast

TheWillest on The little man

1 month ago

Only things I'd add are a few ways to make Gishath unblockable, some cheap mana fixing artifacts like the signets and talismans, and more card draw.

Unblockable: Whispersilk Cloak and Rogue's Passage Mana: Boros Signet, Selesnya Signet, Gruul Signet, Talisman of Conviction, Talisman of Impulse and Talisman of Unity Card Draw: Return of the Wildspeaker, Lifecrafter's Bestiary and Mask of Memory. Maybe even more draw than that because big creature strategies are really susceptible to boardwipes and will have a hard time recovering

Maybe True Conviction too for Double Strike and Lifelink

Also Etali, Primal Storm if he can fit in the budget because free-casting your dinosaurs and other peoples stuff is nice

Mortlocke on Ghetto Flightless Ghidorah

1 month ago

I think you can make some improvements in your mana rocks. The Borderposts you currently have in the deck are pretty awful compared to the likes of Fellwar Stone, Talisman of Conviction, Talisman of Impulse and Talisman of Unity. Speaking of rocks, why in the name of the Threefold Sun do you not have Sol Ring? Additionally, you could get a Chromatic Lantern in there as well. All of the previously mentioned aren't pennies, but are still quite affordable.

As for lands, I understand you don't want to break the bank BUuuuuuut have you ever looked into the Mirage Fetchlands? Specifically Mountain Valley and Grasslands are relevant to this deck. Also, there are some dual lands that fit within your budget - the Battle Lands cycle from Zendikar. From that cycle, consider Cinder Glade and Canopy Vista.

I think that's it for now, but your deck definitely could use a few upgrades to be more consistent.

bushido_man96 on Godzilla Vs. Mechagodzilla | A Movie Within a Deck

1 month ago

It looks to me, from a quick count, that you're running around 18 tutors, counting your creatures that tutor. That could clear the path for 9 draw spells and 9 ramp spells, balancing you out pretty good.

Sol Ring is a staple in most EDH decks, but honestly, it won't help you ramp into your commander very well. Other two-drop rocks or two-drop land ramp spells would be ideal. Moving into the two-drop land ramp spells will push you more into green, however, and I don't know how that will affect your deck. If you're looking to keep the same mana base, two-drop rocks would be the answer.

Two-Drop (or less) Rocks:

  1. Arcane Signet
  2. Fellwar Stone
  3. Gruul Signet
  4. Golgari Signet
  5. Selesnya Signet
  6. Orzhov Signet
  7. Talisman of Conviction
  8. Talisman of Impulse
  9. Talisman of Unity
  10. Talisman of Resilience
  11. Wayfarer's Bauble
  12. Sol Ring

I'm not sure how important the Commander is for this deck, or if it's just a placeholder for colors. If that's the case, you could probably look to more three and up CMC rocks, but ideally, keeping it around two is going to be more efficient for you deck.

Now, if Saskia is merely a placeholder for colors, you could look into some of the Partner options in these colors, one of which would allow you to run Tymna the Weaver, which adds a card draw spell to your command zone. If you have card draw available in the command zone, then you can more easily get away with running fewer draw spells in your deck, because you'll always have access to it. With this in mind, you have some options to look at. You don't run a high creature count, so getting creature damage early could be a challenge, and thus prevent you from refilling your hand. But, it's an option worth considering. I do see the combat benefits that Saskia does offer you for this deck, and understand if keeping her as the Commander is your preference.

I hope this presents some options for you to consider.

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