Probably synergizes well with Burning-tree Emissary in terms of free spells and helping to maximize your extra cards, but I really wish it cost 1R. I can't tell if it's power level is good right now where it's at, or slightly cheaper, but as is, I don't really want to jam it in many decks. Still, I like the effect, and will probably try to find a use for it somewhere if I open any.
I love everything about this card. The effect, the art, the flavour. I'm just disappointed we went through an entire religious-themed block without getting a single red ritual. Hopefully standard will get one soon so that Act on Impulse can have a playmate.
Probably synergizes well with Burning-tree Emissary in terms of free spells and helping to maximize your extra cards, but I really wish it cost 1R. I can't tell if it's power level is good right now where it's at, or slightly cheaper, but as is, I don't really want to jam it in many decks. Still, I like the effect, and will probably try to find a use for it somewhere if I open any.
I would say it's on the lower side of mediocre. Obviously any sort of CA in red can be far more dangerous than other colors, but the type of deck that would want this generally doesn't want to get to 4-5 lands at all to make good use out of it. Still, in the situations where you *do* get to 5 lands, this is probably better than any other top deck available to your (Excepting the situatin where the opponent is down to 3 or less, has 0 cards in hand, and no way to stop you from doing what you want). So it's really quite an odd-ball card that seems to have applications somewhere. Deck that can generate "free" mana may like it, as well as decks trying to go off right bloody now (Cards like Simian Spirit Guide can help eleviate the maa issues as you try to build whatever you are trying to do).
It's not pushed heavily, but probably just enough for Wizards to see how well this type of ability works outside of a Mythic Planeswalker. It seems to be a cautious test spell if anything.
Also, I'm going to get a foil playset of these, and I'm going to frame them. Even if the framing cost 10 times what the card costs, it'll be worth it to me.
Storm is one of the decks I play in Modern. The card isn't unplayable. You already have flex slots in Desperate Ravings and Thought Scour could be trimmed too. Such as -1 of each for +2 of this.
The exile clause limits it to the turn you go off, which is why you can't run too many. On that turn however it reads 2R: Draw three cards. That's a much better rate than any other draw spell.
I think it needed one less mana for viability, however, I am happy with this type of ability as the future of red card draw.
The exile clause makes it counterproductive in Storm, IMO.
The exile clause isn't counterproductive, since after casting the spell from exile, the card will go to the graveyard at the end of resolution, which still enables Past in Flames hijinks.
For Modern Storm, this card is basically 3 mana draw 3, since the turn they cast this, they aim to reach lethal storm already, so the exile clause is almost negligible.
The exile clause limits it to the turn you go off, which is why you can't run too many. On that turn however it reads 2R: Draw three cards. That's a much better rate than any other draw spell.
This is true in Modern.
In Legacy storm, it's "2R: Draw three cards; those cards don't get discarded when you eat a Lion's Eye Diamond."
In other words, really, really good. If you flip a Burning Wish or Tendrils with this in any LED storm deck, you are going to win.
I'm not *convinced* that it will work, but given that there are Storm builds that run Meditate, Cruel Bargain and Infernal Contract it needs to at least be considered.
Has some synergy with Goblin Electromancer in Standard (though that sounds more like a silly homebrew than something viable) and with Generator Servant in Limited.
The exile clause limits it to the turn you go off, which is why you can't run too many. On that turn however it reads 2R: Draw three cards. That's a much better rate than any other draw spell.
On the one hand, Ideas Unbound also reads UU: Draw 3 cards on your Storm turn, but I hated that card when I tested it in UR Storm, even though it resembled Faithless Looting when it's not your combo turn.
On the other hand, at least Act on Impulse is in Modern ritual colours...
I'm totally missing the flavor on this. What is it?
Red doesn't get card draw typically because it doesn't like to think/plan that far ahead. This card is card-draw, but with as "use it or lose it" rider attached. Red flavorfully doesn't care if it's burning through some of it's resources, it wants to get more things NOW. So that's what this card does, letting you act on an impulse.
Could I play the cards exiled with my first Act on Impulse with a second copy since they have the same name?
Whenever a card uses its own name in its text box, it is referring to "this card" only, not any other cards with the same name. If a card meant to refer to all cards with the same name, it would use the wording "cards named X...". See Brothers Yamazaki as an example.
The exile clause limits it to the turn you go off, which is why you can't run too many. On that turn however it reads 2R: Draw three cards. That's a much better rate than any other draw spell.
On the one hand, Ideas Unbound also reads UU: Draw 3 cards on your Storm turn, but I hated that card when I tested it in UR Storm, even though it resembled Faithless Looting when it's not your combo turn.
On the other hand, at least Act on Impulse is in Modern ritual colours...
I hate Ideas Unbound for the colours reason. I do like the effect in Storm, but generating blue mana is hard in Modern storm, and in Legacy storm, protecting your cards from LED discard is a huge, huge upside to this card.
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Burnt umber...
Karador EDH
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You're right! I knew that they were there for a reason.
Storm Crow is strictly worse than Seacoast Drake.
I would say it's on the lower side of mediocre. Obviously any sort of CA in red can be far more dangerous than other colors, but the type of deck that would want this generally doesn't want to get to 4-5 lands at all to make good use out of it. Still, in the situations where you *do* get to 5 lands, this is probably better than any other top deck available to your (Excepting the situatin where the opponent is down to 3 or less, has 0 cards in hand, and no way to stop you from doing what you want). So it's really quite an odd-ball card that seems to have applications somewhere. Deck that can generate "free" mana may like it, as well as decks trying to go off right bloody now (Cards like Simian Spirit Guide can help eleviate the maa issues as you try to build whatever you are trying to do).
It's not pushed heavily, but probably just enough for Wizards to see how well this type of ability works outside of a Mythic Planeswalker. It seems to be a cautious test spell if anything.
Also, I'm going to get a foil playset of these, and I'm going to frame them. Even if the framing cost 10 times what the card costs, it'll be worth it to me.
Storm is one of the decks I play in Modern. The card isn't unplayable. You already have flex slots in Desperate Ravings and Thought Scour could be trimmed too. Such as -1 of each for +2 of this.
I think it needed one less mana for viability, however, I am happy with this type of ability as the future of red card draw.
The exile clause makes it counterproductive in Storm, IMO.
UTeferi, Temporal ArchmageU's prison: blue is the new orange is the new black.
Mizzix Of The Izmagnus : wheels on fire... rolling down the road...
BSidisi, Undead VizierB: Bis zum Erbrechen
GTitiania, Protector Of ArgothG: Protecting Argoth, by blowing it up!
GYisan, The Wanderer BardG: Gradus Ad Elfball.
Duel EDH: Yisan & Titania.
In Progress: Grand Arbiter Augustin IV duel; Grenzo, Dungeon Warden Doomsday.
The exile clause isn't counterproductive, since after casting the spell from exile, the card will go to the graveyard at the end of resolution, which still enables Past in Flames hijinks.
For Modern Storm, this card is basically 3 mana draw 3, since the turn they cast this, they aim to reach lethal storm already, so the exile clause is almost negligible.
This is true in Modern.
In Legacy storm, it's "2R: Draw three cards; those cards don't get discarded when you eat a Lion's Eye Diamond."
In other words, really, really good. If you flip a Burning Wish or Tendrils with this in any LED storm deck, you are going to win.
I'm not *convinced* that it will work, but given that there are Storm builds that run Meditate, Cruel Bargain and Infernal Contract it needs to at least be considered.
This card is very good! Turn 6 gas for the win ain't bad. Or, if you need a land, dig one out...
On the one hand, Ideas Unbound also reads UU: Draw 3 cards on your Storm turn, but I hated that card when I tested it in UR Storm, even though it resembled Faithless Looting when it's not your combo turn.
On the other hand, at least Act on Impulse is in Modern ritual colours...
Dammit, you beat me to it. I have every intention of casting it on turn three just so I can say this at least once.
My Friend Code is: 0146-9645-8893
If this is what red can expect for draw, count me out.
But I am eager to see more of those pseudo draw on more playable cards in the future.
No. It's like Ashiok, the cards exiled are specific to that instance of the card.
Whenever a card uses its own name in its text box, it is referring to "this card" only, not any other cards with the same name. If a card meant to refer to all cards with the same name, it would use the wording "cards named X...". See Brothers Yamazaki as an example.
GGG [Primer] Omnath, Big Green Beatstick Machine GGG
I hate Ideas Unbound for the colours reason. I do like the effect in Storm, but generating blue mana is hard in Modern storm, and in Legacy storm, protecting your cards from LED discard is a huge, huge upside to this card.