Launch

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Urza's Saga (USG) Common

Combos Browse all

Launch

Enchantment — Aura

Enchant creature

Enchanted creature has flying.

When Launch is put into a graveyard from play, return Launch to its owner's hand.

Launch Discussion

carpecanum on Estrid EDH

3 months ago

I'd probably take out Solemnity unless your meta has a lot of counters or infect going on. You have a TON of ramp enchantments as well so i'd feel comfortable going down one or two lands. The Chain Veil will just end up hurting you if you can't pillow fort up.

What is your win-con? If it's creature damage maybe something like Aspect of Mongoose would help your creatures stay alive longer since you only have a few. There is actually a whole cycle of enchantments that return to your hand like that (3 per color i think). Launch and Spirit Loop are the only others that come to mind though.

Collective Restraint could add to your pillow fort cards and the appropriate gods could give you burly creatures (Thasa, Nylea, Heliod etc but they don't cause thing to untap from Estrid's +2 i guess ). The gods are getting kind of pricey though.

Suns_Champion on The Deckwatch [Home Base]

6 months ago

Welcome new members! Wish I had time to help with decklists, take my upvotes as compensation!

SynergyBuild some great tech in there, some I have seen but many I haven't! Love the Ertai, the Corrupted combos... he's great with stuff like Launch and Spirit Loop .

I keep a list of interesting cards that I add to, so I'll definitely be adding some of those!

You might like Solitary Confinement when combined with Necropotence + other strong draw engines.

Daedalus19876 reminds me of Energy Field + Rest in Peace :)

Nethereon on

10 months ago

I like your build, with a few exceptions, otherwise it looks solid. There are cards I run in my build that I'm not seeing in your build, and I believe you really need to run them.

First, a few creatures worth addressing. Kor Spiritdancer is a must, given the number of auras you are running, as is Sram, Senior Edificer. I would consider taking all of the Lieutenant cards and Thassa's Devourer out for some better options, such as Eidolon of Countless Battles, Auratog, and Phantatog. Why the atogs? Merciless Eviction and Return to Dust effects, primarily.

As far as spells go, have you considered Retether? It's not Replenish by any means (which I would recommend if you can come across one), but it is certainly a great card for a Voltron strategy.

For auras, look into recursive enchants like Rancor. Ones I didn't see that you can track down are: Launch, Brilliant Halo, Spirit Loop, and Cessation. Aqueous Form can help you push through damage and set up your draws a little better, too.

I hope these suggestions help! I really enjoy this commander. Bant Enchantress is by and large my favorite archetype of all time. I'm the resident expert, in a manner of speaking, at my LGS because I've been playing it for so long (or variants). Good luck.

carpecanum on

10 months ago

Instead of Phantom Wings maybe use Launch? Its always cheap to ninja out Yuriko so reusable flight enchantments might be more useful than a one shot "return to hand".

Gattison on Leaping Fog Frog's

1 year ago

Dude. Launch has one of the BEST pieces of art on it, ever! I love it!

Ziembski on Kung Fu Ætherling

2 years ago

So I cut Launch and added Mind's Dilation. Waiting for some testplaying.

ATM I'm afraid that Tamiyo's Journal require too much mana to be played constantly, I will need this mana to power AEtherling. Still, might add after testplaying.

DaringApprentice on Burn Baby Burn

2 years ago

In a similar vein as the last comment, except all commons, here are more non-creature spells that you can cast more than twice, since they can return to your hand: Brilliant Halo, Cage of Hands, Cessation, Contempt, Conviction, Crown of Flames, Death Spark, Fiery Mantle, Gossamer Chains, Launch, Mark of Fury, Petals of Insight, Shackles, Shimmering Wings, Slow Motion, and Volrath's Curse.

EpicMagicPerson on How Donald Trump plays Magic

2 years ago

You'll also need Erratic Explosion + Explosive Impact in case he gets the Launch codes.

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