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Creature — Fish
Whenever Fleet Swallower attacks, target player puts the top half of his or her library, rounded up, into his or her graveyard.
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Fleet Swallower Discussion
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.
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'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! :)
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.
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.
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.
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.
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
- 3 Fleet Swallower
- 4 Mist-Cloaked Herald
- 3 Siren Stormtamer
- 4 Ipnu Rivulet
- 3 Fraying Sanity
- 3 Slither Blade
- 3 Curious Obsession
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.
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.
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.
4 weeks ago
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)