Fiery Impulse

Fiery Impulse


Fiery Impulse deals 2 damage to target creature.

Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, Fiery Impulse deals 3 damage to that creature instead.

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Format Legality
Leviathan Legal
Commander / EDH Legal
Legacy Legal
Pauper Legal
1v1 Commander Legal
Vintage Legal
Canadian Highlander Legal
2019-10-04 Legal
Casual Legal
Unformat Legal
Block Constructed Legal
Limited Legal
Pioneer Legal
Tiny Leaders Legal
Oathbreaker Legal
Modern Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Pauper EDH Legal

Fiery Impulse occurrence in decks from the last year

Latest Decks as Commander

Fiery Impulse Discussion

Spell_Slam on 37x Chandras & 23x Mountains!

6 months ago

Freakin' love Chandra.

That seems like a few too many planeswalkers. Seems like you could cut some of the weaker ones in order to make your deck more functional, without compromising on flavour. My initial thoughts would be cutting Chandra Nalaar, Chandra, Bold Pyromancer, Chandra, Flame's Catalyst and Chandra, Pyrogenius.

I have a Chandra Tiny Leaders deck with Chandra, Fire of Kaladesh as my general. One of my favourite synergies is with Chandra's Regulator and Chandra's Phoenix, which becomes a real draw engine with any damage output from your planeswalkers.

Chandra's Spitfire is also one of my favourite ways to churn out huge amounts of damage very quickly. It can easily deal 7+ damage a turn. In the same vein, Chandra's Pyreling can be equally devastating, though lacks evasion.

Chandra's Embercat seems pretty good as an elemental that is also a 2-drop and that ramps you into bigger Chandras.

In terms of removal, I would really recommend Pyroclasm as a board wipe. Chandra's Triumph also seems better than what you're currently running. I personally like Devour in Flames, but it may not be worth the tempo loss. Fiery Impulse may as well be your Lightning Bolt. I would remove Chandra's Outburst, Liberating Combustion, Chandra's Pyrohelix or Flame Lash for any of these spells.

xtechnetia on Pattern Recognition #157 - Spell …

6 months ago

While I appreciate your analysis of Fiery Impulse, it must be pointed out that unlike Shock and Lightning Bolt, it only hits creatures, which is a hugely significant functionality difference.

Grubbernaut on Pioneer "twin"

1 year ago

Looks like a lot of fun! Only suggestion would be up upgrade Shock to Wild Slash or perhaps Fiery Impulse . Cheers!

K0rt on Pioneer Grixis Control

1 year ago

the__odysseus Thanks for the ideas! Definity trying out Fabled Passage when the meta slows down. Right no you need to be react early and often since lots of people are playing aggressive decks or decks where you need to have mana open early e.g Mono-Red and Felidar combo. When the meta becomes slower I could definitely see running some fabled passage. I completely forgot about Wandering Fumarole probably going to add a few. Don't know what to cut, maybe the Spirebluff Canal ?

I haven't had a problem with an overtaxed graveyard or Oko. Dig Through Time can get the deck out of tight spots as it can find specific cards were raw card advantage doesn't really work as well. I haven't really had a clash with Jace, Vryn's Prodigy  Flip either since dig is mostly being resolved late anyways after he has flipped. I haven't really come to a spot were Oko, Thief of Crowns also hasn't been a problem. 6 planeswalker kill spells in the 75 with Bedevil and Vraska's Contempt + Thoughtseize + late game Drown in the Loch can counter it. When I'm playing against an oko deck I'm significantly mulfore worried about Wicked Wolf than Oko 90% of the time.

I decide not to play Anger of the Gods since it was too much on the mana. Double red by turn 3 is really hard since red is only really a splash for Kolaghan's Command , Bedevil and Fiery Impulse . All of which need only one symbol and I only have 10 red in the mana base right now and it has significantly better than I thought it was going to be. I'm only playing the Hour of Devastation in its good against Eldrazi and late-game double red isn't so bad. If dredge gets a new card printed or Rally decks come back could probably add it.

I mainly just added Goblin Rabblemaster to kill Mono-Green Devo and Cat quickly but since they go banned or significantly nerfed at this point I could see adding Bolas or Liliana, Chandra seems a bit too expensive mana wise against control as a grind piece. Will probably test out those walkers with stuff like Search for Azcanta  Flip

Sorin_Markov_1947 on Jeskai Control Pioneer

1 year ago

I don't really like red in this deck. The cards you're using that require red are easily replaceable, and it's making it hard to reach the mana requirements of cards like Absorb (and Niv-Mizzet, Parun will almost never come out with his mana requirements either).

Censor could be replaced by Quench (unless you really like the cycling part), if you're keeping red then Fiery Impulse swaps for Shock or Lightning Strike . I agree that Teferi, Time Raveler is a must in any control (although I'm not sure how it turns off Aetherworks Marvel , it just bounces). Let's see... More counter-spells are needed, so I'd recommend Disallow , as it's easily the best of the lot if you can meet the mana requirements (hey, you know what'd help with that? Taking out red!)

TheBloopKing on Wait, I can Attack?

2 years ago

Never missed the deck premise. Just think that there should be some traditional strategies. If you want to run Firesong and Sunspeaker and top it off with a Resevoir. You need more cheap spells to make it reliable. I would be running atleast 10 cheap burn and 5 big burn spells. Magma Jet, Fiery Impulse, Thunderous Wrath, Staggershock, Lightning Bolt, Lightning Helix, Chain Lightning with bigger spells like Earthquake and Starstorm.

You would also want to top it off with guys like Monastery Mentor, Soul-Scar Mage, Young Pyromancer, Guttersnipe, Bedlam Reveler who all benefit from playing lots of spells and add an advantage by playing spells

Chino90 on Living Lore Budget

2 years ago

Also, you should add more cheap interaction to play until you cast your living lore. Consider cards like Flame Slash, Fiery Impulse, Magma Jet, Pyroclasm, Echoing Decay, Doom Blade, Negate.

Moreover, with so much discard and sorceries in your graveyard, you should look at cards with the madness, spell mastery or flashback mechanics. For example: Galvanic Bombardment, Fiery Temper, Cast Down

Saiyamoto on Humans Unite!

2 years ago

Notes to self:

Switch out Seismic Stomp and both counterspellsMaybe add more Fiery Impulses, Journey to Nowhere...
Sai of the Shinobi and Specter's Shroud Look interesting too.

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