Reckless Impulse

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Legality

Format Legality
1v1 Commander Legal
Alchemy 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
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Standard Brawl Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Reckless Impulse

Sorcery

Exile the top two cards of your library. Until the end of your next turn, you may play those cards.

sergiodelrio on Goblin Storm

2 months 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

DatShepTho on Elf & Monkey Money Laundering - R&R Treasures

4 months ago

Some of my favorite card draw spells in these colours are:

Fact or Fiction Most reliable

Seize the Spotlight Also gives treasures. The other choice isn't bad either

Expressive Iteration Gives more card selection. Best played before land-drop

Reverse Engineer. If you have treasures spare to tap.

Thoughtcast Efficient if you typically have => 3 artifacts in play

Tidings Straight card draw mid-late game. Mana efficient.

Wrenn's Resolve and Reckless Impulse Efficient impulse draw, the cards can be used next turn. Also gets around "card draw hate". Most efficient in low avg CMC decks.

Optimator on Harry Du Bois Catchin' Cryptid Critters

1 year ago

Underrated commanders. Very fun.

Passionate Archaeologist works for all spells, so perhaps if you want to add more draw later you could consider Visions of Phyrexia, Outpost Siege, and Urabrask, Heretic Praetor. Green has tons of draw these days, but having a few effects that impulse-draw might be worth it. Reckless Impulse and Wrenn's Resolve are very efficient too.

Optimator on Anarchy Burger

1 year ago

Spiteful Banditry - ramp and a mini-wrath. Seems pretty good

Gimli, Counter of Kills - has the potential to deal certain opponents a lot of damage. Good for board wipes. Is Dwarf

Fiery Inscription - strong instant/sorcery synergy!

Erebor Flamesmith - some more bonus damage. Is dwarf

Fear, Fire, Foes! - decent multiplicative damage.

Display of Power - strong copier, if you're looking for more

Wrenn's Resolve and Reckless Impulse - quality cheap impulse-draw in Red. Doesn't get too much better than this for it's cost. Well worth noting

Nahiri's Warcrafting - weird removal/impulse-draw hybrid. Worth noting

Into the Fire - another modal damager/card selector. Seems all right

Invasion of Karsus  Flip - mini wrath that turns into an instant/sorcery payoff. Not terrible

Invasion of Regatha  Flip - mini Torbran!

Invasion of Kaldheim  Flip - pretty decent card advantage on both sides, plus damage. Well worth noting

Chandra, Hope's Beacon - probably too difficult to defend planeswalkers in this deck, but this one has all the synergy

Bloodfeather Phoenix - probably doesnt fit the deck perfectly, but it has the synergy. Better in 1v1

Curse of Opulence - very strong ramp, can get some heat off of you

Coward_Token on March of the Machine

1 year ago

DemonDragonJ: Yeah I'm guessing it's because it makes most artifacts tokens die, namely Incubators.

I'm disproportionally dissapointed that they didn't use the phyrexian transformation cards for more humor, e.g. my white-red Devil idea; most of them don't change that much in personality. The could have instead e.g. had Chrome Host Hulk  Flip been more like Voracious Reader  Flip

So uh Phyrexian Archivist is just a reprint with an added creature type, could have done some kind of twist.

Ephara, Ever-Sheltering: calling it now, the THB Demigods will be the new cycle of mono-colored Gods.

Polukranos Reborn  Flip: one of the more fun usages of the psi-symbol omen in the art

Botanical Brawler: kinda weird flavor that this works well with Incubate.

Wrenn's Resolve: yesss, I'm happy that Reckless Impulse got a functional reprint already

Dance with Calamity: kinda red Ad Nauseam?

legendofa on Kratos, God of War

1 year ago

Go for the line. I hadn't responded before because I don't know enough about God of War to judge it on source material faithfulness, but as a card, it looks good. I think he should either draw one card or Reckless Impulse at end of combat, because drawing two extra cards a turn would be too much at four mana and a hard push at five.

Kret on Rionya, Fire Dancer

1 year ago

Hello.
You are running a lot of cards that make you draw and discard cards. I think that Squee, Goblin Nabob would fit in this deck well. You can discard him and get him back in your upkeep and you can do it over and over again.
In the recent sets WoTC printed a couple of really good impulse draw cards in red like March of Reckless Joy, Reckless Impulse, Light Up the Stage or Rob the Archives. If you have no way to use cards in your graveyard then these 4 are in my opinion better than all versions of Thrill of Possibility you play. If you want to keep playing all versions of Thrill of Possibility then I'd consider adding some cards that you can cast from your graveyard like for example Mishra's Research Desk. Endless Atlas could draw you lots of cards.
You're running 32 creatures so Hazoret's Monument will save you more mana than any mana rock and will also let you filter your hand like crazy. Lastly, Skullclamp, Idol of Oblivion and Terrain Generator seem to have good synergies with all the mountains you have and all the 1/1 tokens this deck can produce. Heraldic Banner - for just 1 more mana you get a mana rock and an anthem for your go wide strategy.
Hope you find some of the suggestions helpful.

multimedia on Wondering if there are any …

2 years ago

Having a very low budget and no Rakdos dual lands, consider mono red instead of Rakdos? Just red, 20x Mountains, can be more aggressive because you will not have problems casting spells since all cards will be red.

Build around 4x Electrostatic Infantry? It's your best red creature with trample who grows as you cast creature removal spells and pump spells. 4x Lightning Strike is your best creature removal spell since it can also go at opponent life. 4x Reckless Impulse is good draw with Infantry, gives you more chances to cast instants or sorceries.

One drops with haste help a lot to be aggressive. 4x Reinforced Ronin and 4x Rabbit Battery give you more chances to cast one of these turn one. Battery then can be a source of pump + haste for other creatures for one mana. Ronin in your hand can be draw if it's no longer useful as an attacker.

Lightning Strike and Flame-Blessed Bolt or Play with Fire work well with Furious Bellow to kill a much bigger creature since at first strike combat damage step opponent's blocking creature takes damage then do 2 or 3 more damage to the creature, most likely killing the creature while in combat. These are instant spells, you can attack with your creature, if opponent blocks it then cast Bellow and at first strike damage step cast Strike or Bolt or Fire at the blocking creature.

Radha's Firebrand can help to do damage from attacking by making an opponent creature unable to block. Firebrand is good with Rabbit Battery since it doesn't have haste. You don't have Firebrand in your current deck, but if you can get them they can help to be aggressive.

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