Talisman of Impulse

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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Talisman of Impulse

Artifact

: Add to your mana pool.

Tap: Add or to your mana pool. Talisman of Impulse deals 1 damage to you.

ViscountVonSausageRoll on Punch through

1 month ago

Why Talisman of Impulse over Three Visits? I mean yeah, it's basically the same thing, but with Visits you're thinning the deck out slightly more, and it'll save you the 1 life on occasion.

Lord_Grimm on Xenegod

1 month ago

If this is indeed up to date, here are some thoughts (post Matty games): Since Xenny is 5 CMC, your ramp should be land based 2-3 cost spells only. With that in mind... Gruul Signet < Search for Tomorrow, Thran Dynamo < Rampant Growth, Talisman of Impulse < Harrow, Shadowspear < Hydra Omnivore, Swiftfoot Boots < Dragonborn Champion, Harmonize < Weaver of Harmony. Pretty sure that new red dragon is in the deck, but don't see it in this list... so I won't look at creatures yet. Hopefully these suggestions help.

Lord_Grimm on Xenegod

8 months ago

Xenny! I believe this is updated now and ready for some looksies. This deck has such raw power behind it! I have seen it durdle quite a bit though, and I think I see why now. The CMC avg is 4.7 (rounded) and not enough fast ramp. This deck needs to be dangerous by turn 4-5 to stay a threat. Once a value engine begins to overtake it, you'll be playing catch-up the whole game. These are a few ideas to consider: Migration Path < Nature's Lore, Skyshroud Claim < Three Visits, Insult / Injury < Talisman of Impulse, Samut, the Tested < Temur Battle Rage, Mage Slayer < Fling, World at War < Relentless Assault, Glaring Spotlight < Momentous Fall, Fiery Emancipation < Gruul Charm, Dragon Tyrant < Thran Dynamo, Hexdrinker < Farseek.

KaptnK on Endless Night of Arooos

8 months ago

Some ideas to fill out this deck:

Lands

  • Add around 8 more lands (total of 36). Your non basics look good so I would just add more mountains/forests

Non-Artifact Ramp:

Artifact Ramp:

Enchantments:

DawnsRayofLight on Eldrazi Tribal/Tron (Help is Appreciated)

9 months ago

@lalalalala: it is definitely getting there. I am going to make some suggestions:

I know this is going to be like "wow now I am running the same Tron as everyone else" but Karn has always been one of my favorite planeswalkers and he is ideal in a list like this

I might run

3x Karn, the Great Creator

2x Karn Liberated

1-2 Ugin, the Ineffable

1-2 All Is Dust

3-4x Golgari Signet or Talisman of Impulse

1x Blast Zone

1x Yavimaya, Cradle of Growth

(for the lands maybe drop a crossroad or two? test the deck and if you feel you are not getting lands consistently enough run 22 or 21, a lot of the TRON lists similar to yours run only 17)

Cards to Drop:

Eldrazi Mimic: It is nice to have a 2 drop but he isn't that strong, if you want an early drop you can run Walking Ballista or Matter Reshaper

Conduit of Ruin: You can maybe be fine with 2 but 4 isn't necessary, I am honestly not a fan but it does at least fetch your big boys, but you may have enough dig with the Ancient Stirrings to drop it altogether. Wurmcoil Engine may be a better 6 drop

Titan's Presence: you may have enough creature removal with Kozilek's Return and Warping Wail. It also gives your opponents information about what you may have in hand. You could drop them to run other cards.

Set up your sideboard like this (for use with Karn)

3x Chalice of the Void: Seriously a good card, I was onto this long before it started getting put in Tron, maybe consider a 1 of in the main to, but basically it allows you to halt a lot of annoying decks in their tracks: affinity, infect, storm, they die to this card. I sided it in one game against an affinity player: played 1 for 0 then the next turn dropped another at 1 and he scooped.

1x Ensnaring Bridge

1x Crucible of Worlds

1x Relic of Progenitus

1x Grafdigger's Cage

1x Pithing Needle

1x Torpor Orb

1x Wurmcoil Engine

1x Ratchet Bomb

1x Trinisphere

1x Blightsteel Colossus: Martyr of sands is making a comeback

2x Wilt: just to counter Blood Moon

Maybeboard for the side

1x Oblivion Stone

Hope this helps!

multimedia on Draconic Rage Precon Upgraded

9 months ago

Hey, well done with upgrading the precon on a budget.

Greater Good and Goblin Bombardment let you abuse Dragon Spirits before they're saced after doing damage. When a Dragon Spirit does damage it makes a sacrifice trigger that has to resolve from the stack before the token is saced. When the trigger is on the stack you can response to it by sacing the token for value. Greater is draw 5 cards and Bombardment is do 1 damage to Vrondiss to create another Dragon Spirit. When Vrondiss is indestructible, Bombardment can be part a combo to do infinite damage to opponents with any two of Dragon Tempest, Scourge of Valkas, Terror of the Peaks, Outpost Siege or Warstorm Surge.

Wild Endeavor is a six mana ramp spell with only d4 rolls, you don't really want to be casting ramp with six mana.


Consider more repeatable draw sources which the precon really lacks. More effects that draw a card whenever a Spirit Dragon is created and from other enrage: Ripjaw Raptor, Garruk's Packleader, Elemental Bond.

Ripjaw Raptor is another good creature to make indestructible because then you can draw cards by doing damage to it. Garruk's Packleader draw is a may, you can stop drawing at any time. With Packleader in your control and Vrondiss is indestructible then one of Dragon Tempest, Scourge of Valkas, Terror of the Peaks, Outpost Siege or Warstorm Surge will create as many Dragon Spirits who will do damage/sac itself as you want which is draw as many cards as you want.

Wulfgar of Icewind Dale is out of place in the precon and here because there's very few cards that trigger when the creature attacks. He's not worth keeping really just for Klauth, Unrivaled Ancient.


One area from the precon you haven't upgraded is the manabase, it's still 39 lands and 27 basic lands. Some lands to consider adding in place of some basic lands and Underdark Rift:

I don't think you need 39 lands, some of them could be cut for lower CMC ramp such as Farseek, Talisman of Impulse and Sakura-Tribe Elder. Because you have Cinder Glade and could add Highland Forest then Farseek has a dual land to search for. For two mana Tyrite Sanctum can repeatedly put a counter on Vrondiss to make him bigger. Once he's a God then Sanctum can be saced to make Vrondiss indestructible. Both these effects are helpful coming from a land.

I offer more advice. Good luck with your deck.

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