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Talisman of Impulse
: Add to your mana pool.
Tap: Add or to your mana pool. Talisman of Impulse deals 1 damage to you.
Talisman of Impulse Discussion
2 weeks ago
For absolute power purposes, talismans > signets > lockets.
As you play with more competitive EDH decks, the meta really begins to focus in on turn 3. Build a strong board or threaten a win by turn 3. Talismans and signets both allow you to untap on turn 3 with 4 mana available to expend. Talismans give you the option of a 1 cmc spell on the turn you play them, while signets do not. Lockets have the bonus draw, but it eats your precious turn 3 to have a better late game (less valuable the more competitive the pod is)
One often overlooked aspect to the signets is that they always provide 2 colors of mana, while talismans always provide 1 color of mana. If you had a plains and a Gruul Signet you could cast Lightning Bolt + Simplify , while a plains + Talisman of Impulse only gives you Lightning bolt OR simplify. If your deck needs better color consistency, the signets will outperform the talismans.
TL;DR talismans are faster, signets filter better, and lockets are not good.
2 weeks ago
Signets > Talismans?
Talisman > Signets?
Something I began debating with one of my decks that later turned into this general question of 'which is better overall?'. I want to know what the hiveminds take is on this.
1 month ago
Hey, nice job keeping the budget low and interesting version of Xenagos with Planeswalkers.
The majority of my budget cards suggestions to you to consider are lower mana cost cards to help to reduce the avg. CMC of your deck which is high at 4.4 or cards that are the same mana cost, but are upgrades.
Cards to consider adding:
- Command Tower
- Cinder Glade
- Sheltered Thicket
- Elvish Mystic and/or Llanowar Elves : ramp.
- Greater Good : repeatable draw.
- Farseek : dual land ramp.
- Fierce Empath : creature tutor.
- Signal the Clans : creature tutor.
- Garruk, Primal Hunter : repeatable creatures and draw.
- Chaos Warp : instant permanent removal.
- Gruul Signet and/or Talisman of Impulse : ramp.
- Rhythm of the Wild : make your creatures uncounterable and haste enabler.
- Beast Within : instant permanent removal.
- Moldgraf Monstrosity and/or Greenwarden of Murasa : creature reanimation or any card recursion.
These are cards that I think can help your deck since they provide something that's missing here. Early game ramp is good when playing a five drop Commander who you would like to get onto the battlefield quick. There's also many high mana cost creatures here that more early game ramp can help to cast them. Farseek can search for a dual land: Cinder Glade or Sheltered Thicket . Being able to land ramp with a dual land is helpful. Elvish Mystic and Llanowar Elves are one drop mana dorks who are some of green's best cards for Commander.
Creature tutors: Fierce Empath and Signal the Clans are helpful to get a creature into your hand after getting Xenagos onto the battlefield. Either, but especially Empath can get Ghalta, Primal Hunger . Repeatable draw is very good in Commander especially draw that has interaction with your Commander. Greater Good and Garruk, Primal Hunter is powerful repeatable draw when you have a creature with a lot of power which a creature gets from Xenagos's ability. Ghalta for instance can draw 24 cards after doing 24 combat damage. Greater is also good with Moldgraf Monstrosity , a way to kill it which then reanimates two creatures giving you more fuel for both Xenagos and Greater.
Moldgraf and Greenwarden of Murasa are ways to recur or reanimate cards from your graveyard. They are creatures which gives them interaction with Xenagos and Greater. Having recurion/renaimation is helpful in Commander because your creatures are going to die and being able to use a card more than once is good. Chaos Warp and Beast Within are versatile instant removal spells in Commander since they can target any one permanent this includes a problematic opponent land.
Cards to consider cutting:
- Timber Gorge
- Gruul Guildgate
- Shivan Dragon
- Essence of the Wild
- Hoard-Smelter Dragon
- Rumbling Slum
- Zhur-Taa Ancient
- Protean Hulk
- Shamanic Revelation
- Hunting Wilds
- Planewide Celebration
- Blanchwood Armor
- Consign to Dust
Good luck with your deck.
1 month ago
Further suggestions, on the backs of the two creatures I suggested to you I would cut Garruk's Horde and Ruric Thar, the Unbowed both are high CMC and I think you have other creatures you would rather play for those costs and get more bang for your buck.
On the side of Ramping out, let's talk a couple of options. Grand Warlord Radha could serve you well as you're going to want to be swinging a lot with several creatures. Radha would allow you to generate more mana for doing so and allow you to summon in back up during Main Phase 2 to shore up your defenses.
A Chromatic Lantern might seem decadent or too much for a dual colored deck but let's think of it this way, it's a three cmc mana rock that taps for any color AND color fixes all of your lands the moment it hits the field, that's almost always a good deal.
Talisman of Impulse and Farseek are both great options at only 2 CMC a piece which means we are potentially ramping on Turn 1 AND 2 which is huge. On a related note I would cut Tempt with Discovery as not only is it 4 CMC but in my experience, good players will always choose to let it whiff. OR even worse they will go fetch Ghost Quarter or Strip Mine and blow up anything cool you happen to go get for yourself.
Finally on the high CMC side for Ramp there is Caged Sun and Zendikar Resurgent The Sun is normally limited to mono colored decks but you are currently leaning so heavily into green I don't think you'd ever mind extra green mana at your disposal. Resurgent nets you all important card draw as Gruul has a bad habit of going Hellbent in a hurry.
1 month ago
Ok, here we go;
Explosive Vegetation & Skyshroud Claim - at 4cmc they occupy very awkward spot for ramp, both regarding the fact that at 4 mana you can do better things and the fact taht they don't really help you speed into faster Riku cast. Hence these should be cut IMHO
Rude Awakening - for your purposes, there is almost a strictly better card than this. At 5cmc and at sorcery speed, this is very risky and limited. Turnabout costs 1 mana less (though it's , which is a very different cost), works at instant speed and can be used occasionally to disrupt others' wins.
Tempt with Discovery - you don't have any key lands you want to tutor for. This is just a "fun" and vastly overpriced piece of ramp for you. You can and should play better ramp than this.
Bag of Holding - I assume this is here because of the flavor. But it's a terrible card in here. You'd be surprised how much of your "need" for proxying would be alleviated if you wouldn't play bad cards.
Mind's Dilation - cute, but haos rarely works in your favor. And at 7cmc it's hella expensive for such randomness
Arcane Melee - there is a card you might like more. THis costs 5 mana and gives the discount to your opponents, which isn't really good. Jace's Sanctum gives you a smaller discount, but costs less to cast and gives all your spells additional value.
Chaos Warp - this is good in color combinations that lack some kinds of removal. With both green and red at your disposition, you can certainly deal with a wide array of threats, and paying 3 mana to remove something seems like too much.
Archmage's Charm modal spells are cool. But in a 3c deck is a red flag. You can't really expect to cast this reliably. In 1 or 2c, it would be ok, but in here it seems like a nonbo.
AEtherize - this seems irritating at best, and at 4 mana surely you should be casting better removal than this.
That's 10 slots to work with.
First off, ramp. Your land count seems fine regarding your commander's cmc and ramp requirements. But your ramp package is horrible. If you want to do stuff and do it soon, you need to play better ramp than you currently are. Better ramp should also enable you to keep more 2-land hands and make your mid-game stronger, which seems to be a problem as it is now.
Also, this would make Isochron Scepter and Dramatic Reversal stronger options. Scepter would already be very cool in the deck. And with this many artifacts around, Dramatic reversal would become a decent ritual. And those two together with new and improved ramp package are a neat combo you can use to finish games.
This would leave you with one flex slot. My suggestion would be either Swan Song or Nature's Claim , depending on which you fear more; spells or permanents. Also, regarding the meta and specific wincons you're packing, Natural State could be a decent replacement for Claim if you mind the lifegain.
Further optimization would aim to lower your curve, probably by compacting the copy theme and x-wincons, to include more cheap filtering/draw spells for value casting
1 month ago
I agree with having more ramp. You can do this through spells, as Chhris suggested, which are good, or you can add some more mana rocks, like the Signets: Selesnya Signet , Gruul Signet , and Boros Signet , and/or the Talismans: Talisman of Conviction , Talisman of Impulse , and Talisman of Unity . I'd prefer to run one or more of these over a mana rock like Gilded Lotus . The Lotus is nice, but when ramp costs 5 CMC, you have to start to wonder if it's really ramp. I'd probably drop the Gruul Keyrune and Thran Dynamo to run some of these cheaper costed mana rocks. But that's my preference, and it would help drop the overall average CMC of your deck, which is pretty high with all the fatties you're running.
I'd look into cutting Warp World and Breath of Life , unless you just really like to mess with the table with Warp World. Breath of Life is a good reanimator spell, but it doesn't seem like it's what your plan with this deck is, and putting in another ramp spell or rock would probably be better served in that slot.
I think Anger would be a good cut, too, as it tends to run better with decks that can just throw it into the bin reliably, as opposed to just waiting for an opponent to kill it for you, or using it as sac fodder. eliakimras suggestion of Rhythm of the Wild is a good one, and if you are looking for another similar spell, Fires of Yavimaya is another budget option.
It looks like a good start, so have fun with it!
1 month ago
Depending on your local meta you may do alright, but it seems to me you have A LOT of high CMC creatures and not enough ramp to get there in 4-5 turns. In my experience, modern games don't go past turn 5 without something going horribly wrong on both ends. Since you are already splashing green, maybe add some more ramp spells like Cultivate , Rampant Growth , or Talisman of Impulse and cut a few of your bigger, less important creatures?
2 months ago
Obviously Sol Ring
Talisman of Impulse occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%