Impulse (6)
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.
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.
Exile the top two cards of your library. Until the end of your next turn, you may play those cards.
: Add .
: Add or . Talisman of Impulse deals 1 damage to you.
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