+Pulse (24)
Exile the top three cards of your library. Until end of turn, you may play those cards. (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.)
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.
When this Case enters, discard a card, then draw two cards.
To solve — You have no cards in hand. (If unsolved, solve at the beginning of your end step.)
Solved — At the beginning of your upkeep, discard your hand, then draw two cards.
Creatures your opponents control get -1/-0.
Target creature gets -4/-4 until end of turn.
Cycling (, Discard this card: Draw a card.)
When you cycle Death Pulse, you may have target creature get -1/-1 until end of turn.
You gain 2 life. Each creature gets -X/-X until end of turn, where X is the amount of life you gained this turn.
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 instead.
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.
Destroy target nonland permanent and all other permanents with the same name as that permanent.
Counter target noncreature spell. (Then exile this card. You may cast the creature later from exile.)
If a basic land you control is tapped for mana, it produces mana of a color of your choice instead of any other type.
Return target creature or land card from a graveyard to its owner's hand. You gain 6 life.
Target player reveals three cards from their hand and you choose one of them. That player discards that card. Then if that player has more cards in hand than you, return Pulse of the Dross to its owner's hand.
You gain 4 life. Then if an opponent has more life than you, return Pulse of the Fields to its owner's hand.
Pulse of the Forge deals 4 damage to target player or planeswalker. Then if that player or that planeswalker's controller has more life than you, return Pulse of the Forge to its owner's hand.
Draw two cards, then discard a card. Then if an opponent has more cards in hand than you, return Pulse of the Grid to its owner's hand.
Create a 3/3 green Beast creature token. Then if an opponent controls more creatures than you, return Pulse of the Tangle to its owner's hand.
Whenever Pulse Tracker attacks, each opponent loses 1 life.
: Return three target cards from an opponent's graveyard to their hand. Return target creature card from your graveyard to the battlefield.
Exile the top two cards of your library. Until the end of your next turn, you may play those cards.
Return target creature to its owner's hand.
Draw a card.
Flying
Whenever Sapphire Dragon attacks or blocks, scry 2.
Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.)
Destroy target artifact.
: Add .
: Add or . Talisman of Impulse deals 1 damage to you.
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