Impulse

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 in any order.

Browse Alters

Trade

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Want (4) Teleman89 , kingcraig , PawPawBear , ManfranMike

Printings View all

Set Rarity
Mystery Booster (MYS1) Common
Battlebond (BBD) Common
Duel Decks: Speed vs. Cunning (DDN) Common
From the Vault: Twenty (V13) Mythic Rare
Beatdown Box Set (BTD) Common
Visions (VIS) Common
Promo Set (000) None

Combos Browse all

Legality

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

Impulse occurrence in decks from the last year

Commander / EDH:

All decks: 0.07%

Impulse Discussion

Profet93 on Urza Storm

1 day ago

Impulse > Anticipate

Fierce Guardianship is a blue staple

Academy Ruins is nice recursion for an artifact deck

Sensei's Divining Top - Good on it's own, synergy with future sight

Is howling mine needed in a mono blue deck?

RNR_Gaming on Combo Golos EDH

5 days ago

So, the best way to determine what to cut is always trial and error. What performs well in some metagames may not perform well in others; so what I would cut doesn't mean the card is bad, I just don't view it as optimal.

Arcane Denial - yes it's an easy to cast counter but it comes with the downside of giving your opponent resources.

Contingency Plan - this card helps you dig but you'll find Impulse to be an upgrade.

Leyline of Anticipation/Vedalken Orrery - these cards are traps. Heavy mana investment with a low return.

All the ramp sorceries - its safe ramp but when you're playing at higher level tables the focus will be on who can be more explosive. 0 mana rocks/positive rocks are the way to go.

BelerenBoi on Brago, the Pain

1 week ago

Impulse is almost always an upgrade over Anticipate. Otherwise, great deck!

Azeworai on Prime Smacktalker Zegana

2 weeks ago

'Tis always fun to play stompy-style destruction.

Alright. I have some complaints, so I'm filing them here.

I see Arcane Denial as an egregious counterspell. It is quite literally card disadvantage, for it is a one-for-two. Just play a better version.

Spreading Seas does seem specifically lacking. Naught bears islandwalk and there are more applicable ways to deal with lands. Try Song of the Dryads.

Yavimaya Elder is an overplayed card. It is five-mana to draw a card and two basics. Unless you can reliably sacrifice it to other effects, it isn't worth it. Perhaps just a Mystical Confluence? Impulse is one I much enjoy, and Once Upon a Time is within ilka green deck I own.

Murder that Acidic Slime! Five-mana removal is too much. Wilt, Return to Nature, Naturalize, and Reality Shift should so well.

Tropical Island, Misty Rainforest, Breeding Pool, and Evolving Wilds. Choose one to cut and just add a Forest.

There's your suggestions.

Happy murdering.

DarkCroc10 on Fetching response

2 weeks ago

Isn’t Impulse strictly better than Anticipate?

SilentPlague on Moonlit Nocturne

3 weeks ago

Any draw card spell will help quicken the pace and blue is full of it. Ponder is my favorite, but is not Modern or Standard legal. There is also Sleight of Hand, Prosperity, Brainstorm, Impulse, Ancestral Recall,... The list goes on for blue. Just double check what legality you are looking for.

multimedia on Monsters of the Depths

1 month ago

Hey, good start for a budget deck. I really like the deck name and well done for your choices of sea monsters.

You're right you need more ramp because most sea monsters have very high CMC. Sol Ring is a staple card for ramp in Commander. Thran Dynamo and Worn Powerstone are other good sources of colorless mana. Solemn Simulacrum is ramp for an Island. When playing mono blue you can take advantage of High Tide. Until end of the turn when you tap an Island, that land makes two blue mana.

The one, two, three and four drop spots in your deck should be dedicated to ramp or draw/dig because these cards help you to most to cast sea monsters. Low CMC sea monsters or other creatures are less wanted instead use these spots for ramp or draw/dig. Blue has many good budget cards that can dig into your library or draw cards: Impulse, Ponder, Brainstorm, Windfall, Drawn from Dreams. Budget Monastery Siege with Khans mode lets you draw two cards a turn. Sea-Dasher Octopus has a repeatable draw ability or mutate it with another creature you control.

Clever Impersonator and Mirrormade are good clones in Commander. Best of all they can copy an artifact, yours or an opponents, for more ramp. Counterspell and Negate are staple counterspells in Commander.


Cards to consider cutting:

  • Terramorphic Expanse
  • Kraken Hatchling
  • Willbender
  • Blight Sickle
  • Phantasmal Terrain
  • Convincing Mirage
  • Tidal Surge
  • Aquitect's Will
  • Trickery Charm
  • Wall of Frost
  • Clone
  • Counsel of the Soratami
  • Coax from the Blind Eternities
  • Spell Rupture
  • Prophetic Prism

Making an opponent control an Island is important for the late game, but I don't think you need to play so many cards that do this because these cards are not helping you in the early and mid game. Some cards that do this are fine such as Fountain and Spreading, but the other spots could be used for more impactful cards.

Good luck with your deck.

multimedia on Talrand master of drakes - [Primer]

1 month ago

Hey, good budget version of Talrand, nice Consecrated Sphinx.

Budget cards to consider adding:

Peregrine + Displace + Archaeomancer/Mnemonic Wall makes infinite blue mana from blinking Peregrine and infinite casts of Displace which equals infinite 2/2 Drakes from Talrand. Displace is an instant meaning can do this combo on an opponents turn and then attack with infinite Drakes on your turn.


Cards to consider cutting:

Good luck with your deck.

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