Fleet Swallower

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Standard Legal
Leviathan Legal
Legacy Legal
Arena [BETA] Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Ixalan (XLN) Rare

Combos Browse all

Fleet Swallower

Creature — Fish

Whenever Fleet Swallower attacks, target player puts the top half of his or her library, rounded up, into his or her graveyard.

Price & Acquistion Set Price Alerts

XLN

Ebay

Recent Decks

Fleet Swallower Discussion

beeSquared on Wait, Mill What Now?

1 day ago

@cdkime thank you so much for your insight and suggestions! I agree with your points and have been feeling the same regarding some cards such as Patient Rebuilding and Startled Awake  Flip, as well as removing the Planeswalkers altogether.

Jace's Archivist was also admittedly slow and was added as a fun gimmick to see how much I could mill with the original Fraying Sanity + Psychic Corrosion combo.

Syncopate... Let's forget I even made that choice, no idea why I had that in a deck like this.

For my meta regarding the people I play on a the regular, Jace's Phantasm has indeed helped me out in utilizing them as a blocker while I prep in the early game, but it does take away one mana I could be using on a Hedron Crab, Visions of Beyond or a milling spell. For now they will serve as a placeholder until I find a more suitable replacement, as well as easy sideboard option for other cards like Sentinel Totem, Mind Funeral, or Surgical Extraction.

I agree with swapping out Opt for Visions of Beyond. No arguments here the card is amazing.

I'd love to hear your feedback on the changes I made accordingly to your advice and more or less if I also adjusted my lands to compensate for adding Glimpse the Unthinkable to the main and both Surgical Extraction and Mind Funeral to the sideboard.

@PhoenixNest I did test out Fleet Swallower in a very early build when I first started to play, but for the same reason you both stated before the cost is too high to resolve its effect consistently. Thank you though for all your suggestions! :)

cdkime on Wait, Mill What Now?

2 days ago

PhoenixNest: I disagre with you on Fleet Swallower. Without ramp, Fleet Swallower comes out on turn 7 - by that time, most modern games are decided. It does not further your victory the turn it is played, and can’t swing for the win until turn 8.

Further, even if it were to be used, it is rarely a good idea to run four copies of a seven-mana card. Two copies will generally be sufficient, particularly if your deck is running 4x pseudo-Ancestral Recalls.

PhoenixNest on Wait, Mill What Now?

2 days ago

Four Fleet Swallowers can be good seeing as this deck could use some more creatures and is good early and late game.

umbrainbow on Oona, Queen of the Fae

1 week ago

If you're looking to mill your opponents, Phenax, God of Deception, Fleet Swallower and Fraying Sanity might be your thing. Wight of Precinct Six would be an option, especially when running Phenax, God of Deception. Grindclock could help too.

w33m4n on U/B mill

2 weeks ago

no fish mill combo? Fleet Swallower + Fraying Sanity? It looks like you would have enough control base to make a game last long enough to get him out even if ya just have 1 or 2 given all the draw you have to combo off Psychic Corrosion Granted Fraying sanity is gonna rotate out soon.

DrkNinja on U\G UNSTOPABLE MERFOLK

2 weeks ago

here's the thing you are stuck in between two strategies, that do not work together. Either you commit to milling someone in which case you have have 24 dead cards in your deck. If you want to commit to the Merfolk tribal side of things, then you have 7 dead cards.

If you are committing to mill here are some card suggestions

Then cut all the merfolk and build straight control, you could play around with making it U/W Control/Mill, but either way you need to be playing control with some mill.

Also in standard I would try to play cards like Spell Pierce, Essence Scatter, and Negate more than flat Disallows; don't get me wrong I'd run like 1 or 2, but that's it

Vicar1492 on Corrosive Ruin (Mill) for Standard

3 weeks ago

I would love to have Disallows, but I was trying to keep the cost down just a touch. Instead of going for counters for control my goal was to allow opponents to cast what they wanted and rely on white enchantments (Seal Away, and Ixalan's Binding) to do a lot of the control for me, while relying on the other white spells (Healing Grace, and Ritual of Rejuvenation) to keep me in the game long enough to slowly mill them away. With the advantage of Healing Grace being that it can also keep my unblockable creature's from dying some of the time.

Ritual of Rejuvenation was included as a dual purpose card - life gain to keep the game going and card draw to trigger Psychic Corrosion - as well is just give me some card advantage.

I was going for a more consistent mill approach - if I can get Psychic Corrosion out on the field, plus either Navigator's Ruin or Fraying Sanity then I'm steadily milling them for a good amount every turn.

I didn't include Patient Rebuilding for the exact reason you mentioned, the mana cost, and it is the same reason I side-boarded Fleet Swallower - most of the games I've played in the current meta play quickly, so I didn't want to rely on Patient Rebuilding for my mill since it wouldn't come online until later. All three of my main mill enchantments cost three mana, so by turn 3 I can start the mill and use other turns to either ramp it up, or protect it from stopping.

That is my thought process at least, but I'm certainly no expert and I'm open to suggestions about how or why my reasoning is flawed, or if there is something I'm missing.

Brownkid09 on Mill Them Down to the Ground (M 19)

4 weeks ago

I know this is a post-rotation build but I do love the cards Perpetual Timepiece and Fraying Sanity.

Not sure if mono-U is the plan but maybe there is an argument for dipping into green and getting some ramp action? Overflowing Insight seems very expensive (draw seven with multiple Psychic Corrosions on the field seems game ending but I can't imagine getting to it with red being so popular and Grixis on the rise to power)

Nezahal, Primal Tide and Fleet Swallower seem like sweet creatures, but getting them down is the key.

Load more