Talisman of Impulse
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Tap: Add or to your mana pool. Talisman of Impulse deals 1 damage to you.
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|Commander / EDH||Legal|
Talisman of Impulse occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
Talisman of Impulse Discussion
1 day ago
Hey, nice deck! I'm also brewing on Gishath, Sun's Avatar, my actual thoughts are on board whipes before playing the commander. Nevinyrral's Disk, Magus of the Disk, Oblivion Stone can make a clean battlefield, which makes an attack with Gishath, Sun's Avatar (maybe) more effective. Also by playing mana ramp sorceries your lands wouldn't be affected..
2 weeks ago
I made a list that you can find here. If you change categories from "Type" to "Custom" I have each one labeled. There's a description with it, but below I'll include my recommendations. Let me know what you think.
Dig Through Time, Expansion / Explosion, Fellwar Stone, Fury Storm, Growth Spiral, Gruul Charm, Gruul Signet, Izzet Charm, Izzet Signet, Mana Geyser, Manamorphose, Mystic Retrieval, Past in Flames, Pull from Tomorrow, Ral, Storm Conduit, Reiterate, Repeated Reverberation, Reverberate, Seething Song, Shreds of Sanity, Simic Charm, Simic Signet, Snap, Stroke of Genius, Survivors' Encampment, Talisman of Creativity, Talisman of Curiosity, Talisman of Impulse, Treasure Cruise, Turnabout, Twincast, Underworld Breach, Utopia Sprawl, Wild Growth, Windfall
1 month ago
I'm just saying that your deck has an abundance of creature based ramp, and while you do have some artifact and sorcery ramp, there doesn't seem to be a downside to swapping some of the dorks for the Talisman cycle(Talisman of Impulse, Talisman of Curiosity, Talisman of Creativity), Nature's Lore, Skyshroud Claim, Wild Growth, and other fast ramp cards that aren't creatures.
1 month ago
Given the companion rule change announced today, I made some initial changes to the ramp package to open up the 3 CMC spot more reliably.
1 month ago
1 month ago
Only things I'd add are a few ways to make Gishath unblockable, some cheap mana fixing artifacts like the signets and talismans, and more card draw.
Unblockable: Whispersilk Cloak and Rogue's Passage Mana: Boros Signet, Selesnya Signet, Gruul Signet, Talisman of Conviction, Talisman of Impulse and Talisman of Unity Card Draw: Return of the Wildspeaker, Lifecrafter's Bestiary and Mask of Memory. Maybe even more draw than that because big creature strategies are really susceptible to boardwipes and will have a hard time recovering
Maybe True Conviction too for Double Strike and Lifelink
Also Etali, Primal Storm if he can fit in the budget because free-casting your dinosaurs and other peoples stuff is nice
1 month ago
I think you can make some improvements in your mana rocks. The Borderposts you currently have in the deck are pretty awful compared to the likes of Fellwar Stone, Talisman of Conviction, Talisman of Impulse and Talisman of Unity. Speaking of rocks, why in the name of the Threefold Sun do you not have Sol Ring? Additionally, you could get a Chromatic Lantern in there as well. All of the previously mentioned aren't pennies, but are still quite affordable.
As for lands, I understand you don't want to break the bank BUuuuuuut have you ever looked into the Mirage Fetchlands? Specifically Mountain Valley and Grasslands are relevant to this deck. Also, there are some dual lands that fit within your budget - the Battle Lands cycle from Zendikar. From that cycle, consider Cinder Glade and Canopy Vista.
I think that's it for now, but your deck definitely could use a few upgrades to be more consistent.
1 month ago
It looks to me, from a quick count, that you're running around 18 tutors, counting your creatures that tutor. That could clear the path for 9 draw spells and 9 ramp spells, balancing you out pretty good.
Sol Ring is a staple in most EDH decks, but honestly, it won't help you ramp into your commander very well. Other two-drop rocks or two-drop land ramp spells would be ideal. Moving into the two-drop land ramp spells will push you more into green, however, and I don't know how that will affect your deck. If you're looking to keep the same mana base, two-drop rocks would be the answer.
Two-Drop (or less) Rocks:
- Arcane Signet
- Fellwar Stone
- Gruul Signet
- Golgari Signet
- Selesnya Signet
- Orzhov Signet
- Talisman of Conviction
- Talisman of Impulse
- Talisman of Unity
- Talisman of Resilience
- Wayfarer's Bauble
- Sol Ring
I'm not sure how important the Commander is for this deck, or if it's just a placeholder for colors. If that's the case, you could probably look to more three and up CMC rocks, but ideally, keeping it around two is going to be more efficient for you deck.
Now, if Saskia is merely a placeholder for colors, you could look into some of the Partner options in these colors, one of which would allow you to run Tymna the Weaver, which adds a card draw spell to your command zone. If you have card draw available in the command zone, then you can more easily get away with running fewer draw spells in your deck, because you'll always have access to it. With this in mind, you have some options to look at. You don't run a high creature count, so getting creature damage early could be a challenge, and thus prevent you from refilling your hand. But, it's an option worth considering. I do see the combat benefits that Saskia does offer you for this deck, and understand if keeping her as the Commander is your preference.
I hope this presents some options for you to consider.