SEARCH:

+impulse (5)

 >
Search Criteria
Updating... Updating search parameters...
 Search Result Options
    Name (asc)   >    
  • Additional Sort:

Display:
Act on Impulse
Act on Impulse 2Red (3)
Sorcery

Exile the top three cards of your library. Until end of turn, you may play cards exiled this way. (If you cast a spell this way, you still pay its costs. You can play a land this way only if you have an available land play remaining.)

Magic 2015 Core Set (Uncommon)
Adventurous Impulse
Adventurous Impulse Green (1)
Sorcery

Look at the top three cards of your library. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom of your library in any order.

Dominaria (Common)
Fiery Impulse
Fiery Impulse Red (1)
Instant

Fiery Impulse deals 2 damage to target creature.

Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, Fiery Impulse deals 3 damage to that creature instead.

Magic Origins (Common)
Impulse
Impulse 1Blue (2)
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.

Duel Decks: Speed vs. Cunning (Common)
Other Versions
Visions (Common)
Beatdown Box Set (Common)
From the Vault: Twenty (Mythic Rare)
Talisman of Impulse
Talisman of Impulse 2 (2)
Artifact

Tap: Add Colorless.

Tap: Add Red or Green. Talisman of Impulse deals 1 damage to you.

Mirrodin (Uncommon)