Impulse

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Penny Dreadful Legal
Pioneer Legal
Pre-release Legal
Premodern Legal
Standard Legal
Tiny Leaders Legal
Vintage Legal

Rules Q&A

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.

Tyrant-Thanatos on Your Cheap Obscure Overperformers?

2 weeks ago

Stave Off - This card just does everything. It's so easy to miss that this can target creatures other than just the ones you control, and it makes a world of difference. Prevent buffs, debuffs, swing the tide of combat, the shear number of options this affords me feels nuts. I have a very hard time saying no to this in any deck with white.

Supreme Will - Choose between Mana Leak or Impulse for just 1 more. When I'm holding up untapped Islands in blue, there are two options I want: Interaction, or Card Advantage. This gives me both in a single card.

Priest of the Blood Rite - Setting aside my love of the way the mechanics and flavor tie together in this card; this thing is really easy to abuse. Sac and reanimate, flicker or blink, you can lay down a lot of 5/5 flyers with this faster than people expect.

Unravel the Aether/Deglamer - Shuffling things back into my opponents deck is often worse for them than destroying. By now there are a fair handful of "better than Naturalize" cards, but these two are my favorites, and are often met with sighs from opponents that would rather have been Krosan Grip'd than this.

Dead_Blue_ on Magic: The Countering

2 weeks ago

Counterspell is now legal

Impulse or Consider over Think Twice

Tarmogoyf is like 10$ if you ever felt like adding some or perhaps Murktide Regent

Curstdragon on Colossal Conscription

2 weeks ago

Dead_Blue_ 100%. Impulse is the best I can think of. If you think of anything more appropriate I'd be grateful to hear it. Thank you for the input, it was very helpful.

otttism on Cerberus (Need Help)

1 month ago

Love the deck idea, a few things I noticed.

Most decks I’ve seen that play 3 or more colors only run 1-2 “triome” lands. They are great, but having 4 of Xander's Lounge could slow you down late game when you don’t wanna draw a tapped land.

Heartless Act is great removal but having turn one Fatal Push is key against the low to the ground decks.

I have been trying to make Search for Azcanta  Flip work since I started playing pioneer and the consensus I’ve reached is the same. It feels too slow.

Strategic Planning is a good card for graveyard strategies so maybe look at Impulse to replace it if you are looking for card selection. It digs one card deeper and it can be done at instant speed.

I’ve seen Memory Deluge used in most UW control decks and it has worked out great for them when it comes to card selection.

Lastly, Collective Brutality may seem rough but its flexibility is what makes it a great sideboard card. Maybe reducing the number of them and placing it in the sideboard will help show their potential.

Hope this helps out! Love the deck idea and hope to see other control decks get some traction.

legendofa on Dominaria United Draft 1

3 months ago

Welcome to the club, DianeB!

My first question is, which format or formats are you most interested in? Since you say you're still new, I'll give a quick rundown of the biggest ones; feel free to skip over any you already know about. More general deckbuilding tips are at the end.


To start close to where you are now, Standard format uses only cards from the last several sets. Right now, the Standard-legal sets are Dominaria United, Streets of New Capenna, Kamigawa: Neon Dynasty, Innistrad: Crimson Vow, and Innistrad: Midnight Hunt. Every year, the oldest sets leave Standard and new sets are introduced, so the decks change regularly. Deck construction is minimum 60 cards, with no more than 4 copies of any card (other than the basic lands Plains, Island, Swamp, Mountain, and Forest.) There's also a 15-card sideboard you can use to modify your deck for a better matchup between games in a best-of-3 match. Entry costs for a tournament-level Standard deck are usually a few hundred dollars.

Commander, also known as EDH, is possibly the most popular official format right now, so it's easy to find a game. In Commander, the deck is exactly 100 cards. One of those cards is a Legendary Creature that's the "commander" of the deck, and has several special rules associated with it. You can't include any cards with a mana symbol that doesn't appear in the commander's mana cost or text box. For example, if you choose Tori D'Avenant, Fury Rider as your commander, you can't use any cards with , , or symbols. You also can't use more than one copy of any card other than basic lands; they all need to have different names. Commander has a lot of freedom in deckbuilding, can be done on any budget, and is very open to customizing and self-expression. It's typically a multiplayer format, played in four-person matches, but most people tend to be willing to go one-on-one as well.

I'm going to group Pioneer, Modern, Legacy, and Vintage together, as they're a little harder to get into. They use the same 60-card minimum, 4-copy maximum, 15-card sideboard deckbuilding rules as Standard, but they all have much larger card pools than Standard. These formats are "eternal," which means that they don't gain and lose sets like Standard. Pioneer allows every set released since Return to Ravnica (in 2012), Modern has every set from 8th Edition forward (released in 2003), and Legacy and Vintage both allow almost every card in the game. Tournament-level deck costs range from several hundred dollars in Pioneer to tens of thousands of dollars on Vintage.

Finally, there's Casual. Play with what you have, and have fun doing it. No tournaments, no big-money decks, just a group of players at a table trying to outmatch each other.


On to the general deckbuilding tips. First, try to keep your deck as consistent as possible. This is done by sticking to the minimum number of cards allowed in your deck, usually 60, and including as many copies of your key cards as you can. As an example, if you're building a deck with a focus on instants and sorceries, you might want to include four copies each of Haughty Djinn, Fires of Victory, and Impulse. This will give you the best chance to draw the cards you need.

Second is the idea of the "mana curve," which you can see as a bar graph on this page. There's a lot of math that goes into the mana curve, but the general idea is to maximize your ability to play appropriate cards at every point in the game. Very fast, aggressive decks have a very tight mana curve, and might not include any cards that cost more than two mana. More defensive decks that want to control a longer game usually go higher. Broadly speaking, decks with a tighter mana curve are strongest in the early game and try to win quickly, while decks with a wider mana curve try to prevent fast wins and play a longer game.

Related to the above is land count and balancing. Many new players don't include enough lands, thinking that they aren't really interesting and don't do the "fun stuff" of the deck. This is kind of like leaving dead batteries in a flashlight because it's not the "useful" part. Lands and mana are what make the deck go, and skimping on them results in an unreliable deck, where you can't do the "fun" stuff because you can't pay for it. In this deck, 25 lands seems about right. The faster, tight-mana-curve decks can get away with fewer lands. Most decks want around 40% to be mana sources like lands.

There are some more points, especially about choosing color and strategy, but this response has gone on long enough. This forum is usually pretty welcoming of questions and is very knowledgeable, so please ask. And above all, have fun!

Strangelove on Enchantokens copy

4 months ago

Lookin' go0od!

-1 Teferi's Moat, etc... You can probably drop ALL the pillowfort and just protect alela. Her deathtouch and tokens will do all the pillowforting you need. I would just run something like Inkshield to swing the game.

-1 Kindred Boon... I think you have enough indestructible and this one costs too much mana

-1 Enduring Renewal... with no way to sacrifice this easily, you can stax yourself

-1 Serra the Benevolent... doesn't really do much (if you like the ult I'd just run Worship)

-1 Netherborn Altar... I think you have enough to protect/ get alela back

-1 Starfield Mystic

-1 Starnheim Courser... yes, yes enchantments, but all I want to see is Alela.

+6 RAMP... lots of ramp on 2 so you can play alela and start running!

All your draw is "if > then a MILLION"... I think it works, but I've been thinking ~5 filter/draw like Impulse, etc (or more tutors) and 5 massive draw engines is the way to go so you can dig through and actually hit your engines. Rn I think you're 50% on playing a value game...

I would choose: enchantress or faeries? Right now you're locked in to go-wide faeries for draw and kill. Enchantress/ pillows probably deserve their own build <3

CHEERS!

multimedia on My Highest Powered Deck

5 months ago

Hey, you have an interesting/fun deck, but sorry it's casual power level (PL) 5 at most.

Lands in the manabase and ramp sources are a big sign of what PL. A low budget manabase that has Highland Lake and Temple of the False God isn't PL 7-8. Very little ramp with a 4.0 avg. CMC is not PL 7-8. Please get rid of Temple of the False God.

It's difficult to get to PL 8 or higher on a low budget because the best lands and mana rocks are some of the most expensive cards in Commander. At best on a low budget unless playing mono-colored you're looking at PL 6. Your deck doesn't have any instants or sorceries? Izzet has many good low budget instants and sorceries especially for draw.

You have an infinite combo Niv-Mizzet, Parun + Curiosity, that helps to have a higher PL. Although, Niv-Mizzet, Parun is better as a win condition when it's the Commander not inside the 99. You have many potential other win conditions: Purphoros, God of the Forge, Reckless Fireweaver, Impact Tremors, Nettle Drone, etc., but lack enablers to combo with these win conditions.

To increase PL your deck needs to be more tuned to get to the final goal which is to win the game. PL 8 uses just about all cards in the deck to help to assemble a combo win, ramp, tutor, draw, protect the combo or stop an opponent's combo. If a card doesn't help to do one of these then it's not needed in the deck. Don't try to get to PL 8 unless you can spend for expensive price cards instead shoot for PL 6.

Here's some low budget cards to increase the PL of your deck:

Lokotor on Marchesa, The Black Rose - Primer

6 months ago

Last_Laugh

For me the big factor was the inconsistency of Seize the Spotlight. I figured a pretty significant chunk of time it would be draw 1. There's plenty of times a player just wont even have any creatures, or where they only have some irrelevant creature. 2R for "kill 2 creatures draw a card" is ok still, but my priority was card selection/advantage over removal so I ended up not taking it. If you've been playing it have you found that you're regularly getting draw 3 as the result?

It's definitely a good option, but I have also been considering swapping from Omen of the Sea back to Impulse or Watcher for Tomorrow for example as well, since as you pointed out it's expensive to get the full value from it.

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