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Act on Impulse

Act on Impulse

{2}{R}
Sorcery

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.)

"You don't want to know what happens after I put on the goggles."

Illustrated by Brad Rigney

Formats
Not Legalstandard
Not Legalhistoric
Not Legaltimeless
Legalpioneer
Legalmodern
Legallegacy
Not Legalpauper
Legalvintage
Legalpenny
Legalcommander
Legaloathbreaker
Not Legalbrawl
Not Legalalchemy

This printing

Number#M15-126
RarityUncommon
ReleasedNov 7, 2019
EDHREC rank#15,996

Prices

USD$0.26
EUR€0.18
Rulings (4)
  • Any cards you don't play will remain exiled.

    Jul 18, 2014 · Wizards of the Coast
  • 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.

    Jul 18, 2014 · Wizards of the Coast
  • 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.

    Jul 18, 2014 · Wizards of the Coast
  • The cards are exiled face up.

    Jul 18, 2014 · Wizards of the Coast

Printings (3)

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