(Act on ImpulseAct on Impulse | Art by Brad Rigney)
Get Those Goggles On!
Hello, and welcome back to Singleton Shmingleton, where I bend the singleton rules of Commander by building decks with as many functional reprints of a certain card as possible. This week we're talking about a card that has become one of the core components of red's color identity, Act on ImpulseAct on Impulse. This is the first instance in red (the originaloriginal was in blue!) of a spell that exiled cards from the top of your library and let you play them, for a limited time only. In both Commander and sixty-card formats, red had struggled to generate card advantage, and the color was often forced to play one-note aggressive decks that tried to win the game before being overwhelmed by value they could never match. "Impulse draw," as it came to be known, seemed to be a functional and thematically resonant solution to this problem. Standard welcomed Chandra, Torch of DefianceChandra, Torch of Defiance, and Commander welcomed Commune with LavaCommune with Lava and Outpost SiegeOutpost Siege. The printing of Reckless ImpulseReckless Impulse and Wrenn's ResolveWrenn's Resolve have pushed Act on ImpulseAct on Impulse to new heights, and they now form the center of a Storm deck in Modern alongside Ruby MedallionRuby Medallion. How far red has come! It used to rely on blue for card draw, and now it can stand on its own.
This take on "drawing" cards comes with a ton of implications that I feel are under-explored. Cards like Wrenn's ResolveWrenn's Resolve will be old news to Prosper, Tome-BoundProsper, Tome-Bound and Faldorn, Dread Wolf HeraldFaldorn, Dread Wolf Herald players, but I contend that there's more juice to squeeze out of these effects. Of course, the limited time given to cast the cards incentivizes building a deck of cheap cards that can all be cast in one turn. But relying on the top of the library also opens up tons of interactions with top-of-the-deck manipulation such as Sensei's Divining TopSensei's Divining Top, a card I don't often see in red decks. Exiling cards can pull double-duty, letting you cast the gas and get rid of the cards you don't want forever. Impulse draw also interacts well with Wheel of FortuneWheel of Fortune effects, as the exiled cards act as a virtual second hand that you won't have to discard to draw a new seven. With all of these potentials, I think it's high time to build a Commander version of the Modern Ruby Storm deck that uses cards like Reckless ImpulseReckless Impulse to chain a ton of spells together.
There are twenty one-time effects in red that exile cards from the top of library and allow you to cast them for a turn or two. Here they are:
Impulse Effects
View on ArchidektSorceries (16)
- 1 Act on ImpulseAct on Impulse
- 1 Apex of PowerApex of Power
- 1 Ecstatic BeautyEcstatic Beauty
- 1 Embrace the UnknownEmbrace the Unknown
- 1 Galvanic RelayGalvanic Relay
- 1 Glimpse the ImpossibleGlimpse the Impossible
- 1 Ignite the FutureIgnite the Future
- 1 Inspired TinkeringInspired Tinkering
- 1 Jeska's WillJeska's Will
- 1 Light Up the StageLight Up the Stage
- 1 Monastery RaidMonastery Raid
- 1 Reckless ImpulseReckless Impulse
- 1 Rob the ArchivesRob the Archives
- 1 Soulfire EruptionSoulfire Eruption
- 1 Spark of CreativitySpark of Creativity
- 1 Wrenn's ResolveWrenn's Resolve
Instants (3)
- 1 Blazing CrescendoBlazing Crescendo
- 1 Commune with LavaCommune with Lava
- 1 March of Reckless JoyMarch of Reckless Joy
Artifacts (1)
- 1 Experimental SynthesizerExperimental Synthesizer
That's a lot of redundancy! It seems that a lot of recent preconstructed Commander decks have included a new spin on the old recipe, from Embrace the UnknownEmbrace the Unknown with Retrace to Ecstatic BeautyEcstatic Beauty with Suspend. The most played of these cards, in a whopping 357,386 decks, is Jeska's WillJeska's Will. It can give both cards and the mana to cast them, making it a spell that scales with the power level of the deck it's in, from casual to cEDH. The next most played card, in 59,842 decks, is Light Up the StageLight Up the Stage. In terms of efficiency, the Spectacle cost offers the best deal out there, and this card powered red aggressive decks in its Standard environment before hopping over to Commander. The least played card, besides the newest ones, is Spark of CreativitySpark of Creativity, in only 5673 decks. One mana for one card isn't terrible, and the potential to maybe kill a creature instead is nice, but it's not consistent either as a removal spell or a cantrip. I have played Spark of CreativitySpark of Creativity to great effect in Zada, Hedron GrinderZada, Hedron Grinder as a way to impulse draw for each creature I control, but ZadaZada will play all sorts of terrible cards.
A Perfect Commander
Usually, since these decks are built starting with the package of similar cards that I want to build around, it takes a little time to find a commander. But this leader elected himself. Melek, Izzet ParagonMelek, Izzet Paragon interacts beautifully with impulse draw, both because he lets us cast spells from the top of our deck and because every card we exile will reveal fresh cards for him to cast. He works well with the topdeck manipulation that we'll want to be running anyway, and his ability to copy spells should hopefully alleviate some of the bottlenecks on cards and mana that Storm decks often face. I'll talk about some of the more specific interactions he allows for later on.
It's Stormin' Time
The main goal of this deck will be the same as that of the Modern Ruby Storm deck: to use these spells to find more spells that dig through our deck, as well as spells that generate mana to keep the chain going, until we can play a payoff that can win the game on the spot. To achieve this, we'll need to add in more cards that give us card advantage, ritualsrituals that can give us net positive mana, and cards like Goblin ElectromancerGoblin Electromancer that reduce the cost of our spells. This formula has powered Storm decks in Modern since the format's creation, and has landed both Seething SongSeething Song and Rite of FlameRite of Flame on the format's banned list. It'll work just fine for us.
In terms of rituals, we get to pick from the best of the best and also the jankiest of the janky. Seething SongSeething Song is as broken as always, and Jeska's WillJeska's Will is everything we could dream of. But Mana GeyserMana Geyser also pulls through as the best way we have of starting our turn, often adding fifteen or twenty mana in one go. Our cost-reducers include the classics, like Goblin ElectromancerGoblin Electromancer and Baral, Chief of ComplianceBaral, Chief of Compliance, and add in new powerhouses such as Case of the Ransacked LabCase of the Ransacked Lab and Ral, Monsoon MageRal, Monsoon Mage. And there are a ton of in-between types of effects that give us "rebates" on the mana we spend on instants and sorceries, like Runaway Steam-KinRunaway Steam-Kin and Birgi, God of StorytellingBirgi, God of Storytelling. Storm-Kiln ArtistStorm-Kiln Artist especially stands out among these cards as a way to fix our mana and let us cast blue spells later in a big turn.
One interaction that comes up surprisingly often with Melek, Izzet ParagonMelek, Izzet Paragon is between impulse draw and instants, especially rituals. When we cast a card like Reckless ImpulseReckless Impulse from the top of our library, Melek, Izzet ParagonMelek, Izzet Paragon will copy it, but we will get to see the top card of our library in between the two copies resolving. If it's an instant, we can cast it before it gets exiled, effectively digging another card deeper and getting another copied spell. Many of our instants are cards like Desperate RitualDesperate Ritual or Big ScoreBig Score, which become more than twice as powerful when copied, because the second copy doesn't come with any costs. One Desperate RitualDesperate Ritual is effectively +1 mana, but a copied one becomes +4 mana. And a single Big ScoreBig Score is card-neutral and net -2 mana, but a copied one is +3 cards and pays for itself!
In terms of additional card advantage, we get to dabble in blue for only the most powerful draw spells of all time. Treasure CruiseTreasure Cruise fits the bill of course, but so do PonderPonder and BrainstormBrainstorm, which interact beautifully with our commander and with our exile effects that care about the top of our deck. WindfallWindfall and Wheel of FortuneWheel of Fortune take advantage of the fact that most of our "draw" doesn't actually put cards into our hand, so we can discard a few measly cards to them while keeping our stack of twelve playable exiled cards intact. Mind's DesireMind's Desire fits perfectly with this deck's theme, acting as both a broken Storm spell and another exile effect, even if we can't manipulate the top of our deck to help it. And I've been itching to play Lock and LoadLock and Load from the Outlaws of Thunder Junction Commander decks since I first saw it. It's card draw with Storm! How is no one else freaking out about this?
Hidden Gems
There are a couple of cards that really take on a life of their own in this deck. First off, Thought LashThought Lash alongside Melek, Izzet ParagonMelek, Izzet Paragon virtually guarantees that we can keep casting spells off the top of our deck. Its activated ability can exile cards from our deck at will, letting us get rid of anything we cannot cast and letting us play and copy every mana-generating spell left in our deck. As long as we don't exile all of our game-enders along the way, winning should be trivial from there.
I feel funny calling Dragon's Rage ChannelerDragon's Rage Channeler a hidden gem, but in this deck it really pops off. The repeated Surveil triggers can control the top of our deck almost as well as Thought LashThought Lash can, and the flying body can still do some damage in our format.
And finally, Mystical TutorMystical Tutor and Long-Term PlansLong-Term Plans work even better in this deck than in the wild. With Melek, Izzet ParagonMelek, Izzet Paragon out, Mystical TutorMystical Tutor (and its lesser cousin, Personal TutorPersonal Tutor) can put an instant or sorcery into an even better place than our hand, since it will be copied when cast. And alongside our package of cards that exile the top several cards of our deck, Long-Term PlansLong-Term Plans often lets us cast the card we search for that same turn.
Winning the Game
Funnily enough, it's harder for Storm decks in Commander to actually win using cards with Storm. It's almost impossible for GrapeshotGrapeshot to deal 120 damage, and Brain FreezeBrain Freeze is almost as tall an order. Tendrils of AgonyTendrils of Agony doesn't fit into our colors, and Ignite MemoriesIgnite Memories takes forever to resolve and might not work. But as always, Aetherflux ReservoirAetherflux Reservoir comes to the rescue, as does new piece Unstable AmuletUnstable Amulet. The AmuletAmulet will damage each opponent every time we cast a spell from exile or from the top of our library (or even with Past in FlamesPast in Flames), and that adds up quickly. Finally, given that we're seeing a large part of our deck on our big turns, a two-card infinite combo becomes a real possibility. Dualcaster MageDualcaster Mage plus either TwinflameTwinflame or Molten DuplicationMolten Duplication lets us repeatedly copy the mage and the spell until we have enough hasty power to swing for the win.
The Decklist
Impulsive Storm
View on ArchidektCommander (1)
- 1 Melek, Izzet ParagonMelek, Izzet Paragon
Sorceries (33)
- 1 Act on ImpulseAct on Impulse
- 1 Ecstatic BeautyEcstatic Beauty
- 1 Embrace the UnknownEmbrace the Unknown
- 1 Epic ExperimentEpic Experiment
- 1 Expressive IterationExpressive Iteration
- 1 Galvanic RelayGalvanic Relay
- 1 Glimpse the ImpossibleGlimpse the Impossible
- 1 GrapeshotGrapeshot
- 1 Highway RobberyHighway Robbery
- 1 Ignite the FutureIgnite the Future
- 1 Inspired TinkeringInspired Tinkering
- 1 Jeska's WillJeska's Will
- 1 Light Up the StageLight Up the Stage
- 1 Lock and LoadLock and Load
- 1 Mana GeyserMana Geyser
- 1 Mind's DesireMind's Desire
- 1 Mizzix's MasteryMizzix's Mastery
- 1 Molten DuplicationMolten Duplication
- 1 Monastery RaidMonastery Raid
- 1 Past in FlamesPast in Flames
- 1 Personal TutorPersonal Tutor
- 1 Pirate's PillagePirate's Pillage
- 1 PonderPonder
- 1 PreordainPreordain
- 1 Reckless ImpulseReckless Impulse
- 1 Rite of FlameRite of Flame
- 1 Rob the ArchivesRob the Archives
- 1 Strike It RichStrike It Rich
- 1 Treasure CruiseTreasure Cruise
- 1 TwinflameTwinflame
- 1 Wheel of FortuneWheel of Fortune
- 1 WindfallWindfall
- 1 Wrenn's ResolveWrenn's Resolve
Artifacts (6)
- 1 Aetherflux ReservoirAetherflux Reservoir
- 1 Helm of AwakeningHelm of Awakening
- 1 Ruby MedallionRuby Medallion
- 1 Sensei's Divining TopSensei's Divining Top
- 1 Sol RingSol Ring
- 1 Unstable AmuletUnstable Amulet
Creatures (11)
- 1 Baral, Chief of ComplianceBaral, Chief of Compliance
- 1 Birgi, God of Storytelling // Harnfel, Horn of BountyBirgi, God of Storytelling // Harnfel, Horn of Bounty
- 1 Dragon's Rage ChannelerDragon's Rage Channeler
- 1 Dualcaster MageDualcaster Mage
- 1 Goblin ElectromancerGoblin Electromancer
- 1 GuttersnipeGuttersnipe
- 1 Mizzix, Replica RiderMizzix, Replica Rider
- 1 Ral, Monsoon Mage // Ral, Leyline ProdigyRal, Monsoon Mage // Ral, Leyline Prodigy
- 1 Runaway Steam-KinRunaway Steam-Kin
- 1 Storm-Kiln ArtistStorm-Kiln Artist
- 1 Thunderclap DrakeThunderclap Drake
Instants (13)
- 1 Big ScoreBig Score
- 1 BrainstormBrainstorm
- 1 Commune with LavaCommune with Lava
- 1 Delayed Blast FireballDelayed Blast Fireball
- 1 Demand AnswersDemand Answers
- 1 Desperate RitualDesperate Ritual
- 1 Frantic SearchFrantic Search
- 1 Long-Term PlansLong-Term Plans
- 1 March of Reckless JoyMarch of Reckless Joy
- 1 Mystical TutorMystical Tutor
- 1 Pyretic RitualPyretic Ritual
- 1 Seething SongSeething Song
- 1 Unexpected WindfallUnexpected Windfall
Enchantments (2)
- 1 Case of the Ransacked LabCase of the Ransacked Lab
- 1 Thought LashThought Lash
Lands (34)
- 1 Arid MesaArid Mesa
- 1 Bloodstained MireBloodstained Mire
- 1 Cascade BluffsCascade Bluffs
- 1 Castle VantressCastle Vantress
- 1 Command TowerCommand Tower
- 1 Dwarven RuinsDwarven Ruins
- 1 Halimar DepthsHalimar Depths
- 4 IslandIsland
- 1 Izzet BoilerworksIzzet Boilerworks
- 9 MountainMountain
- 1 Mystic SanctuaryMystic Sanctuary
- 1 Path of AncestryPath of Ancestry
- 1 Prismatic VistaPrismatic Vista
- 1 Sandstone NeedleSandstone Needle
- 1 Scalding TarnScalding Tarn
- 1 Shivan ReefShivan Reef
- 1 Spirebluff CanalSpirebluff Canal
- 1 Steam VentsSteam Vents
- 1 Sulfur FallsSulfur Falls
- 1 Temple of EpiphanyTemple of Epiphany
- 1 Thundering FallsThundering Falls
- 1 Training CenterTraining Center
- 1 Wooded FoothillsWooded Foothills
This deck is an exercise in keeping track of resources. We'll have to track storm count, mana, and cards in our hand, library, and exile that we can cast. It's a multitasker's dream, and showcases the power of red's impulse draw well. Despite being a combo deck with many redundant pieces that wants to see almost its entire deck every game, the deck plays out quite differently with different opening hands. Starting things off with a Ral, Monsoon MageRal, Monsoon Mage gives us the mini-game of trying to flip him into a planeswalker, whereas starting with a Dragon's Rage ChannelerDragon's Rage Channeler or Storm-Kiln ArtistStorm-Kiln Artist gives us an early-game aggressive plan that distracts the table for a couple turns.
Until Next Time
Moving on from red's take on cheap card advantage, let's take a look at black's version. Since the old days of Altar's ReapAltar's Reap, we've received a slew of more powerful ways to turn creatures into cards at a low cost. Deadly DisputeDeadly Dispute has been fueling Pauper decks for years now, and Fanatical OfferingFanatical Offering and Eviscerator's InsightEviscerator's Insight have joined it. How many cards can we draw if each one costs us a creature? Find out next time on Singleton Shmingleton!
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