|Commander / EDH||Legal|
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|Journey into Nyx||Rare|
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Launch the Fleet
Strive - Launch the fleet costs 1 more to cast for each target beyond the first.
Until end of turn, any number of target creatures each gain "Whenever this creature attacks, put a 1/1 white Soldier creature token onto the battlefield tapped and attacking."
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|Have (13)||ironax , bradyofportdetroit , pskinn01 , ecurps , ChrisH , Antiat , Swamy , DrLitebur , golgarigirl , ThisIsBullshit , HR19 , GeminiSpartanX , philktoken8998|
Launch the Fleet Discussion
1 week ago
I found some cool things when trying to find human solders. Brave the Elements could save your creatures from some hate, or a free blocking turn. you could also use Cloudshift to flicker Captain of the Watch or Ranger of Eos for extra triggers.
1 month ago
Tokens is not a main plan, it's just there is such a good synergy with Cathars' Crusade and Panharmonicon. This is one win condition. I don't think Launch the Fleet would work as it is sorcery speed and only puts tokens. Token generators in this deck include either quite strong ETB effects or Assemble the Legion, which increases in value with each trigger.
1 month ago
I will put Mentor of the Meek on my sideboard, and see wich card i will replace for them.
I will think about the artifact, its nice too.
on Myth Mortals
1 month ago
Mentor of the Meek would actually benefit you in this deck since the bulk of your creatures would fit into its triggered ability. It would also give you the chance to draw cards, and that is one of the most important tools to have at your disposal in a game based mostly on chance. Launch the Fleet could be easily replaced by Spectral Procession also. For three white mama you can have three 1/1 fliers as opposed to having to attack with three creatures, paying three mana, and creating three non-fliers. Banishing Light and the cards that are similar, are all good, but Path to Exile has no stipulations to it. Path to Exile has a negative effect, giving an opponent mana, but exiling a creature for one mana as an instant makes up for the negative effect. Honor of the Pure could replace Hall of Triumph since the majority of your creature spells are white to begin with. It's a cheaper card to cast as well. Godsend may be fun to try out in this deck as well. Since this is your first deck, you probably don't want to change too much of its focus, rather than just improve on it as time goes. So, that's really the only additives I have for you.
1 month ago
If you go tokens, you could Add Launch the Fleet. There are many card That could double your tokens..
1 month ago
Just an idea.. Launch the Fleet?
I had a simmilar deck but a ran 4 Phalanx Leader and some more instant's. Heroic soldier are always good in a deck you have.It worked pretty well.
1 month ago
you have 58 cards and 5 Scatter the Seeds so the deck is currently illegal. that needs to be fixed first.
ill go down the list for your cards
starting with creatures
Elvish Mystic: this card is good at ramping you to high cost cards, however the only cards you have that are high cost, already have convoke so this card basically is a 1 mana 1/1 with no effect.
Midnight Guard: i mean unless your abusing it's untap effect such as attempting to cast multiple convoke spells a turn, this card is pretty underwhelming. I don't think you will be casting multiple convoke spells per turn due to the fact that they are all so expensive.
Nest Invader: 2 mana 2/2 for 2 is considered a sort of standard/base. this card is that with a free 0/1 which can be sacced for mana. this is pretty good. One thing i will note is that you cannot tap the token for convoke and sac it for mana for a convoke spell. However that's not the end of the world.
Seraph of the Masses: this card is a hopefully going to be a big angel that you can get out relatively cheap. if you have 5 tokens and 5 mana this thing can come down as a 6/6 flyer by tapping 2 guys. that not a terrible deal. however i think it would be more effective to make all of your tokens bigger threats with cards like Intangible Virtue. 5 2/2s can be much scarier than a 6/6. one reason for this is because there are lots of options for cheap removal. Terminate, Path to Exile, Doom Blade etc. are all methods of getting rid of your 6/6 that are cheap and often played. these do not work as well when you have multiple threats.
Siege Wurm: See above.
Sunblade Elf: At first I did not like the card but i'm starting to like it more and more as I look at the rest of your list. I think this card is fine for now since its a 2 mana 2/2 most of early game and it can pump the team late game which is great since you will likely have a lot of tokens.
on to instants
Might of the Masses: this card is itself a good card for this deck but pump spells in general tend to be weaker than you'd expect. That's because of instant speed removal. people can cast Lightning Bolt in response to the spell to kill the creature you are targeting which means you will be getting 2 for 1'd as you lost a creature and a spell to their 1 spell. now that's not to say that this card is bad. I just wanted to make you aware that it's power is a bit more fragile than you might first expect. it is stronger in my opinion than Seraph of the Masses since it is so much cheaper and demands an answer from your opponent immediately instead of seraph which waits around for a turn before attacking and usually requires you to tap several of your creatures.
Scatter the Seeds: yeah you want 5 in your deck. sadly you cannot play 5 in your deck. its a token maker card that can put down more tokens to replace the ones you tapped. so you really don't even care if you had to tap 3 creatures to play this.
Sprout Swarm: this card is very powerful even if it seems week. you can pay for the "Buyback" cost with convoke. it's also an instant so you can do it at the end of your opponent's turn. so if you have a bit of mana and a few tokens, its not unreasonable to make 2 tokens at the end of your opponents turn for essentially free, then do it again every turn. for that reason i think you should have 4 of these.
lets do sorceries next
Launch the Fleet: this card is good and bad. its good because it can allow you to make several tokens at a 1 to 1 ratio which is pretty good. however this card has some downsides. its limited not only by the number of creatures you control but the number of creatures you are willing to attack with. you will often times want to hold back your stuff until you have enough tokens to get around most of their defenders or perhaps they have a few strong attackers on their side and you really want to have some defends held back. so this card won't always let you make any tokens regardless of how much mana you have. so this card is fickle and a bit unpredictable which is bad in a card. tl:dr its complicated and im not certain if you want it or not.
Nissa's Expedition: this card is good to help you get some mana out, however to pay for it you either need mana (and if you need to cast this we can assume you don't have that) or you need tokens, however if you need to cast this you probably don't have that many tokens, therefore you may need to tap all of your defender in order to cast this which leaves you wide open without giving you that great of a pay off.
Overwhelm: this card seems like a dream come true. a card that pumps all of you little guys and can be cast for cheaper with all your little guys. seems like the perfect combination right? the problem is that at 7 mana you NEED to tap several dudes to cast this, and for each token you tap to pay for this, that makes the spell that much worse since it's power comes from the number of attacking creatures you have. this card is a trap in my opinion.
Sigil of the Nayan Gods: this is basically Might of the Masses but sticks around longer. the problem is that this card is not an instant. masses could be cast after blockers were declared and you would be threatening to deal massive damage if your opponent didn't do something right then and there. this card has to be put on a creature before combat. now they just make sure to block it. it also suffers the same problem that masses did. your opponent can play a simple kill spell and all your set up is wasted. cycling is a nice addition but does not make up for the fragility of the card.
Spirit Bonds: this card sadly does not trigger when a token comes in, which means that it's useless for half the cards you play. you also have to pay mana to get more tokens. which means you have to pay a total of 4 mana for 2 tokens which is a lot worse than just playing Raise the Alarm.
Hornet Queen: too expensive for what it does.