Glimpse the Impossible

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Glimpse the Impossible

Sorcery

Exile the top three cards of your library. You may play those cards this turn. At the beginning of the next end step, if any of those cards remain exiled, put them into your graveyard, then create a 0/1 colourless Eldrazi Spawn creature token for each card put into your graveyard this way. Those tokens have "Sacrifice this creature: Add ."

skibulk on Blanka, Ferocious Fiend

3 months ago

Some things to consider:

Worrad75 on Pia-tiful Impulse Control

5 months ago

The name of the game for this round of changes is simple: MORE EXILE.

Long-Range Sensor for Count on Luck: Let me just say, I have a soft spot for Loot as a character (so cute!), so this swap is difficult on a strictly art-based level. However, if we're comparing 3-mana long-term value pieces, its not even a competition. LRS is super slick; 4 mana (3 to cast + 1 to activate, 3 colorless) for your first discover 4 as compared to 3 mana (no colorless) for an impulse draw on upkeep is about equal, but then you factor that LRS can both store its counters and also activate more than once a turn. This would be useful if we have a dominant boardstate but are afraid of a board wipe, we could sandbag the activations. The impulse draw from Count on Luck is nice but 3 red pips is also just way too restrictive to consistently cast on turn 3, which is when youd like to cast it to get max value.

Warleader's Call for Painter's Studio / Defaced Gallery: Lets not get it twisted; Warleader's Call is a great card. But this deck needs more exile, and so more exile is what it'll get. Studio gives us the card advantage and access to exile we crave, while Defaced Gallery gives us that extra reach that we need to close out a game. Obviously, WC is better when all you need is damage, but this deck has a fail rate and we need to respect that by finding ways to deal damage while keeping the cards flowing. For what its worth, 3 mana -> 2 mana (and dropping a pip) isn't insignificant as a 'Im casting this from exile for as little as possible' metric, and the on-attack buff from Galleryrather than the constant one from Call can avoid anti-synergy with cards like The Battle of Bywater and Delney, Streetwise Lookout, which comes up more often than you would think.

Glimpse the Impossible for Reconstruct History: This is my hardest cut. I love Reconstruct History as a reload-and-do-it-again effect. It gives the deck its only recursion, and when it has its high points (like picking up Battle Hymn, Jeska's Will, Lantern of Insight, Connecting the Dots, and Quintorius Kand from your graveyard for 4 mana) it feels like the best card in the deck. However, that pendulum swings both ways; its not uncommon to impulse draw this early in the game and have nothing but an Infernal Plunge in your graveyard. Glimpse the Impossible is also card advantage, but it specifically circumvents the possibility of a wasting the spell by refunding you for un-used cards in the form of Scion tokens. Mondrak, Glory Dominus gets even happier with this swap, we go down in CMC and a color pip, and overall the deck should run a bit smoother with this. That said, There's a high chance I revert this change, as this deck has pretty close to the perfect card type distribution for a card like Reconstruct History to really shine.

And yes, I'm officially cutting Hidden Volcano and Cori Mountain Monastery for Mountains. Got burned in-game by the Volcano already, and we have cards like Clifftop Retreat to consider. The flavor win is there, but its time to be realistic; I've seen these cards a combined 15+ times in games and never activated their abilities.

wallisface on Pauper Storm Update Help

1 year ago

Have you tried Glimpse the Impossible yet? It gives you the opportunity to find key cards easier, while also filling your board with creatures. They're not goblins, but Goblin Bushwhackerfoil doesn't judge. Plus, they can act as mana which imo the deck needs.

My only concern with the card is 3 mana is a lot so it's going to be awkward to cast, and in most cases hard to cast anything off-of

sergiodelrio on Goblin Storm

1 year ago

Disclaimer: While some of the following statements might seem like they're meant to be objectively true, they are in fact a subjective opinion based on my design philosophy

I feel like some cards in this deck are a trap.

  • Faithless Looting - As wallisface mentioned before, this is pure card disadvantage. You don't gain anything by just digging and here's why. This deck wants to be as economical with its cards as possible, since you want your cards to either net goblins, net mana or net cards as efficiently as possible in order for you to keep up with opponent's speed. You are spending 1 (4) mana to see 2 (4) cards, but you also discard 3 (5) cards in the process and they don't even do anything in the GY. If you want to stay in blue Brainstormfoil or the likes might serve you much better.

  • Springleaf Drum - So this one fixes your colors, will ramp some, and can sac to Kuldotha Rebirth. But, imho, this is only good on paper. Your deck has a number of sequencing issues, and this is one of them. Playing it early means you likely have to wait to use it. You need to have played goblin producing spells by the time you want to tap it, but you also likely want to sac this to Kuldotha Rebirth over a land. At the same time tapping that goblin is competing with Shared Discovery. If you draw it later, or when you're actually going off, this is kind of awkward too, because it will only ever fix that one mana pip on the same turn and that's the best case scenario. Now you might say, 'but hey, I'm still sacing this to make 3 goblins', now we back to card economics. All of a sudden your 3 goblins cost 2 mana and 2 cards.

  • Distant Melody. Please put the gun down xD. This card can only ever shine when you're already ahead imho, especially the way this deck is set up. It's only ever good when it draws at least 4 cards, but since this is a core RED deck, it will also draw some of your infrastructure cards that will simply force you to delay your plan. This card is awesome when it can draw like 7, but at the time it would/could, you'd be better of casting some kind of finishing spell.

  • Manamorphose. I have taken this card out of every deck I made that had it because I always realized it was never worth the slot (*unless you are playing a deck that has Goblin Electromancer clones and Morphose becomes a ramp spell). Yes, it cycles for free. But ultimately, this is one of your infrastructure cards that you only need because you play U

If I were you I'd consider an alternative way to build the deck in mono R and see what you end up with. That way, you need less infrastructure cards of a certain type, and will naturally draw into combo cards more often, without needing to draw 7 from a 4 mana off color spell.

The best thing you could possibly sac to Rebirth are expendabe Artifacts. Experimental Synthesizer is the best thing for that. (And you might want to look out for more, since IF you go mono R you will lose the ability to sac the blue lands, because you will probably want them out of the deck, but maybe not... but sacing lands to Rebirth feels wrong as well most of the time)

A 1-to-1 replacement for your blue draw spells is tricky. Glimpse the Impossible could be a powerhouse in your deck, tho. It draws cards, if you can't go off that turn or can't cast the cards it becomes ramp in the form of creatures, which in turn power up Battle Hymn (maybe up this to 4 copies as well). Consider also adding Wrenn's Resolve and/or Reckless Impulse, yes, those are not 'draw 3 or more' but they don't require much setup and you can reliably cast them even when you're not stabilized yet.

This would be my draft of this, leaving as much intact as possible, and even leaving the U artifact lands ... just to have sth to look at mono r goblin combo