Adventurous Impulse

Adventurous Impulse

Sorcery

Look at the top three cards of your library. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom of your library in any order.

Browse Alters

Combos Browse all

Legality

Format Legality
Unformat Legal
Brawl Legal
Canadian Highlander Legal
Custom Legal
Commander / EDH Legal
Arena Legal
Pre-release Legal
Standard Legal
Highlander Legal
Leviathan Legal
Pioneer Legal
1v1 Commander Legal
Pauper EDH Legal
Modern Legal
Pauper Legal
Casual Legal
Block Constructed Legal
Historic Legal
Gladiator Legal
Legacy Legal
Tiny Leaders Legal
Duel Commander Legal
Oathbreaker Legal
Limited Legal
Vintage Legal

Adventurous Impulse occurrence in decks from the last year

Latest Decks as Commander

Adventurous Impulse Discussion

MapPsycho on Forest of Equilibrium

1 month ago

Abundance was a smart choice with Azusa as the commander. You may want more cards that get lands into your hands such as Adventurous Impulse or Thaumatic Compass  Flip. Yavimaya Elder can nab lands to your hand upon leaving the battlefield. Other good land grabbers in green are Caravan Vigil, Lay of the Land, Evolution Charm, Realms Uncharted, and Traverse the Ulvenwald. Also I always recommend Colossal Majesty in mono green for more card draw. Blighted Woodland, Fertilid, Far Wanderings and Veteran Explorer can all nab lands as well. Although instead putting them onto the battlefield, which would at least still trigger your landfall effects.

Overall this build is pretty good! Just bouncing some ideas.

Caran_Lyg on What are Slivers?

1 month ago

osiczym, Ward Sliver is a legacy card. This is Modern. I’m not using any of the cards mentioned because the damage increase comes from the outlast abilities and Metallic Mimic. I didn’t use Risk Factor but I have both Collected Company and Adventurous Impulse. And lastly, I don’t follow other people’s way of building their decks, I find other ways to build a deck around a certain archetypes then play test and change the cards to make make it better. Please review the deck list one more time to see how the synergy works.

StopShot on Unban Dark Depths!

1 month ago

Given Simian Spirit Guide exists and for games 2 & 3 if they’re on the draw they can board in Gemstone Caverns, it’s possible they can run any 1-mana haste effect such as Maximize Velocity, Reckless Charge or Thud for a turn 2 win. Speaking of extra mana, you could play a turn 1 Springleaf Drum tap your Vampire Hexmage to it before sacrificing it and that also would provide you with the extra mana to play a haste effect on turn 2. Let’s not also forget, if the Vampire Hexmage is removed by discard or counter effect the deck can run Claim / Fame for a lethal comeback. With a turn 1 Caverns you can also fit Adventurous Impulse, Oath of Nissa and/or Ancient Stirrings to dig if needed. Keep in mind on your first turn with the Caverns you can play your second land allowing you to also play a turn 1 Sylvan Scrying which can further improve the combo’s consistency. Urborg, Tomb of Yawgmoth isn’t also necessary as you can play a turn 1 Golgari land into an Elves of Deep Shadow, Birds of Paradise or Gilded Goose which would give the combo better protection against edict effects if your opponent doesn’t have turn 1 removal.

These are things that should be considered regarding this card getting unbanned.

TheVectornaut on When The Wall Is Up Against You

2 months ago

I have a lot of experience with mono-green Assault Formation in modern and legacy casual, so I'll toss in some of my thoughts.

Perfect curves certainly aren't necessary, but you should be able to accomplish something on each of the early turns of the game. More than just playing any old card, it should be something that fits in with your overarching gameplan. I agree with cutting Adventurous Impulse as a 1-drop for this reason. It can't get you Formation, Bow, or any other noncreature combo piece you happen to be running. I'd usually run a Llanowar Elves style dork instead in a ramp list. Still, in walls, I think there are even better options than that. My personal favorite is Traproot Kami since it adds an early defender to the pool and can become a serious threat with Formation if the game goes long. Plus, it works well with the lands-matter strategy that Oran-Rief Hydra is also part of. Other options I've had less success with are Jaddi Offshoot for life, Portcullis Vine for cards, and Saruli Caretaker for slow mana. On 2, Sylvan Caryatid, Gatecreeper Vine, and Wall of Roots are all ramp options, but you're probably fine with just Battlement and Vine Trellis. Wall of Blossoms, however, I view as a must-have if you want to maximize your mana without running out of gas. The ability to up the defender count while replacing itself is so good that I even run a playset of the slower Carven Caryatid too, but this could be excessive depending on the deck. The last defender I'll mention is Tree of Redemption. It's more expensive, both in CMC and in dollars, but it is an undeniable threat with Formation. Higher toughness also makes better use of tricks like Sheltering Word and Feed the Pack.

For the top end of the curve, you might actually be underestimating how much mana the ramp walls can net. With your current setup, you only need 2 of either Guardian or Battlement and 1 other wall to have 9-11 mana on T4. Removal is obviously the biggest obstacle to this being a reality but it seems like you're preparing for a counterspell-heavy meta in a big way. Either you use your protection on the walls and win with Formation when they stop your bombs, or they wait to remove the bombs and you have protection saved up to stop them. Honestly, it feels like you might have too much defense in the mainboard but I'll touch on that later. My point here is that you are likely to have more than enough mana to cast threats much more substantial than the Hydra, and that's without modifications to your suite of defenders. In the current version of my deck, it isn't strange to have a game like: T1-Forest+Traproot Kami, T2-Forest+Overgrown Battlement, T3-Forest+Wall of Blossoms+Axebane Guardian, T4-Forest+Genesis Wave for x=9. Oran-Rief Hydra is a totally fine card to top off at if you build around it, but right now I don't even see it being better than Terra Stomper in a lot of games (and Stomper even has built-in counter protection now that I think about it XD). To get more value out of the Hydra, I'd swap the cycling lands for cheap fetches like Evolving Wilds to double up on landfall triggers, and I might also consider some +1/+1 synergy cards in the vein of Hardened Scales or Hydra's Growth. On the subject of landfall, Vinelasher Kudzu is an interesting option that fits with the plant/wall cards, at least thematically. Mechanically, Undergrowth Champion, Rampaging Baloths, and Avenger of Zendikar are all probably better. I've already mentioned Genesis Wave, but some other options for finishers that I've seen are Archetype of Endurance, Hydra Broodmaster, Primordial Hydra, Vigor, End-Raze Forerunners, Colossus of Akros, pretty much any eldrazi, and any red x-spell that can target players. If you choose something with x in the cost, having Umbral Mantle or Freed from the Real to generate infinite mana is beneficial.

The last thing I'd like to talk about are your noncreatures. As I mentioned before, 4 countermagic blockers seems a little excessive in the main 60. I personally struggle much more with Path to Exiles, Fatal Pushes, and Searing Bloods than Counterspells on most days, so I'd usually prefer the Vines of Vastwood or the flexible Veil of Summer. However, I don't know what your meta looks like. If countermagic is a big problem, another way to get around it is to add in plenty of redundancy. Instead of running only 4 bombs, run 8 so 1 is more likely to slip through. Savage Summoning and Insist are fine answers, yet they run the serious risk of becoming dead cards if your opponent isn't playing blue. Of your instants though, Subdue seems to be the weakest to me. It looks like it will usually be a bad Awe Strike or an inverted Berserk that can't contribute to damaging the opponent. If you had cards to benefit from toughness outside of combat like Kin-Tree Invocation, it could at least serve a similar role to Glyph of Destruction in Wall of Blood/Rite of Consumption decks. The final card I might reexamine is Bow of Nylea. generally, mass deathtouch is at its best when you either have a way to force damage (like Lure or Thornbite Staff) or when you want to create a disincentive for your opponent to block (like when running a Curiosity deck. The thing about a high power is that it already allows you to kill multiple blockers and the thing about trample is that it already discourages single blocking. Deathtouch on such a creature is therefore a little redundant. Sure, it's better to have it than not have it, but it might not be worthwhile if it comes at the cost of 3 mana and a card. I'd want some concrete way to take advantage of the Bow's activated ability to justify running it. For example, my G/W enchantment lifegain deck from Theros standard used the gain 3 life ability to buff Ajani's Pridemate. In your case, the +1/+1 might be the best choice to build around since it can overlap with the Hydra's trigger.

TriusMalarky on Xerox Theory

3 months ago

I think the basic theory works, but it needs more statistics. There could be lots and lots of hours of work done to find an optimal cantrip-to-land count.

The main problem is that the deck spends a lot of mana on those cantrips, meaning it absolutely needs high quality spells for low or zero mana. With Force of Negation in Modern I can see some of it starting to assemble, but we really need some slightly better counter magic and also better cantrips. Opt and Visions are not great when it comes to Xerox.

We could also take the Green plan, which is much more sorcery speed due to its focus on creatures but Adventurous Impulse and Oath of Nissa are some of the best cantrips in the game.

SynergyBuild on None

4 months ago

Adventurous Impulse, Opt, and Omen of the Sea can be run in Zirda!

ilovemydoghisnameistuna on Nice board you have there, it would be a shame...

5 months ago

I might add some card velocity of some kind to make sure you get to the Obliterator, maybe stuff like Commune with Nature or Adventurous Impulse? You might not need it though considering Domri Rade's +1 and Fauna Shaman ... just an idea.

Load more