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Act on Impulse

Act on Impulse

Sorcery

uncommon

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.)

$0.15 ✦ $0.43View on Scryfall →

Semantic Tags

Impulse Drawmechanical

Exile-based card advantage — exile cards from the top of your library and cast them temporarily. Red's primary draw mechanic.

Exile-based card advantage — exile cards from the top of your library and cast them temporarily. Red's primary draw mechanic.

Storm count strategies — casting many spells in a single turn for storm triggers.

Format Legality

commanderlegal
oathbreakerlegal
modernlegal
pioneerlegal
standardnot legal
legacylegal
vintagelegal
paupernot legal
historicnot legal
explorernot legal
alchemynot legal

Price history

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Printings (3)

SetRarityTCGplayerCard KingdomCardmarket
Jumpstart 2022#492uncommon···
The List#M15-126uncommon···
Magic 2015#126uncommon···

Rulings

2014-07-18

Any cards you don't play will remain exiled.

2014-07-18

Playing a card this way follows the normal rules for playing the card. You must pay its costs, and you must follow all applicable timing rules. For example, if one of the cards is a creature card, you can cast that card only during your main phase while the stack is empty.

2014-07-18

Under normal circumstances, you can play a land card exiled with Act on Impulse only if you haven't played a land yet that turn.

2014-07-18

The cards are exiled face up.