Launch Party

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Launch Party

Instant

As an additional cost to cast this spell, sacrifice a creature.

Destroy target creature. Its controller loses 2 life.

agardner93 on 8-Ball Aggro

4 years ago

you might want to look at Fling and Thud being able to attack with Lightning Skelemental and then sac it to do the damage again. It's sneakier than Assault Strobe . While Temur Battle Rage and Uncaged Fury are at least at instant speed,they again might make your creatures a bigger target to remove if they see it swinging with double strike. You probably want some removal or discard Launch Party is a great way to take advantage of your guys that sac at end of turn anyways. Hellspark Elemental is a no brainer as well. Your better off dropping Shriekmaw for out right removal or burn and while Nova Chaser is cool I wouldn't run 4 they curve out for how fast this deck could play. Ideally you'd probably bump the number of Flamekin Harbinger and drop your Nova Chaser to 1-2 the harbinger tutors your nova chaser. I'd also dump the sundial for some combination of the elemental friendly Chandra's that are around there's like 4-5 to choose from.

WhichKing on Death Becomes Her

5 years ago

I feel like you can remove the following:

Pestilence and Last Laugh : A wrath would cause this to drop off unless you have something like Stuffy Doll or Bontu the Glorified

Dark Ritual : Quite a weak effect in EDH. Takes luck to line up with your more impactful cards. Not worth a slot imo.

Launch Party , Bone Splinters , Diabolic Intent , Victimize : I feel that the creatures you run are heavy enough that sacrificing them is a big cost for you. You can easily use removal like Doom Blade , Go for the Throat as an alternative.

I think you can try keeping to two wraths and see how it goes. You may not need that many.

goldlion on Kresh's Big Monster House Party EDH

5 years ago

ps. for the sake of flavour, I think you should put Launch Party in here :). A higher cmc, instant version of Bone Splinters.

MindAblaze on Looking for fling effects in …

5 years ago

You could play Launch Party. It’s not the most cost effective but it gets rid of your guy before somebody can steal it or kill it. Even Altar's Reap or the “new” one with Sorin in the art.

Alexiolio on Gisa and Geralf Family Vacation

7 years ago

Going to try and keep suggestions fairly budget.

For the Zombie crazytimes stuff... Undead Warchief is rad. Nuff said. Diregraf Colossus will give you zombies forever, just like Grave Titan, Liliana's Reaver and Noosegraf Mob. Soulless One and Raving Dead could be huge. Scourge of Nel Toth and Gray Merchant of Asphodel also make some interesting plays.

In terms of some sick creature related utility... Fleshbag Marauder on repeat stops anyone else from getting creatures out. You play marauder, sack it to his own trigger, then cast it again with your commander. Hella awesome. Sidisi, Undead Vizier is either a 4/6 deathtouch, or can exploit herself to tutor for Rooftop Storm. Since she is a zombie too, you get to do this again and again...Corpse Harvester makes sure you're still in the game. Noxious Ghoul can be a board wipe if you play a few zombies in a turn. Corpse Connoisseur is another good zombie/tutor. Graveborn Muse might be dangerous, but if you also play something like Whip of Erebos you should be good. Possessed Skaab is also some nice recursion for more than creatures. Havengul Runebinder is good at pumping the team. Stronghold Assassin is good at turning tokens into Doom Blade. Advanced Stitchwing will bring some folks back.

You will definitely need some more token generators as well... Army of the Damned wins games. Empty the Pits is a great late game closer. Dark Salvation can net you a bunch of zombies while killing something huge. Dread Summons is also a powerful generator. Necromancer's Stockpile gets you a card, token, and a Gisa Geralf yard target.

Some nasty stuff... Grave Betrayal. Dictate of Erebos. Rise of the Dark Realms. Sudden Spoiling. Cyclonic Rift. Buried Alive. Endless Ranks of the Dead is wonderful but maybe getting too pricey. Rite of Replication.

More general stuff:

Draw Spells: Ancient Excavation fixes mana or draws and fills the yard with zombies. Read the Runes is similar. Fact or Fiction, Brainstorm, and Ponder are just value. Forbidden Alchemy is neat.Phyrexian Arena, Rhystic Study, and Underworld Connections. Commander's Sphere, Mind Stone, Hedron Archive, and Dimir Cluestone.

Recursion: Victimize, Dread Return, Cemetery Recruitment, Puppeteer Clique, Animate Dead, and Beacon of Unrest.

Board Wipes: Life's Finale, Necromantic Selection, Decree of Pain, and Living Death.

Removal/Protection: Undermine, Countersquall, Counterspell, Dismiss, and Dissipate. Hero's Downfall, Tragic Slip, and Murder. Capsize teehee.

A good mix is maybe close to 30~ creatures, with 38~ lands and then another 8~ spells that help ramp mana. This leaves you with 25 cards other than creatures to ramp this deck up.

Some things you probably don't need: Aspect of Gorgon. Engulf the Shore since you will probably only have 3-4 islands in play. Hysterical Blindness is okay, but really only buys you a turn. Launch Party is neat, but on the lower end of your removal options due to the overall cost. Talent of the Telepath is cool, but a little off from your game plan. Shamble Back might just be too small to be worth a whole card slot.

As for creatures, Zombies with enter or exit the battlefield effects are strong. Also ones that can replace instants and sorceries with their effects are also strong. The best ones will be zombies that get bigger, or make other zombies bigger.

Your deck will always have creatures at its disposal, so you should be able to simply drown opponents in sheer creature advantage. You aren't as susceptible to board wipes or counters either, since you have so much interaction with your graveyard. The main weakness will just be Blue and Black's lack of consistent ramp. For that reason, you may want to add a little more artifact ramp into the deck.

Some last thoughts: Keeping your commander around is super important, so Lightning Greaves, Swiftfoot Boots, Whispersilk Cloak, and Darksteel Plate are all helpful.

ANY Liliana card would also work wonders in this deck: Liliana Vess, Liliana, Heretical Healer  Flip, and Liliana of the Dark Realms.

Non budget powerhouse combo - Urborg, Tomb of Yawgmoth and Cabal Coffers.

Sorry for rambling on. Let me know if you want to chat more :)

TheVectornaut on New BG deck anything for improvment?

8 years ago

This deck has some cool pieces but I think it lacks a feeling of focus. I'd start by working it down to 60 cards which shouldn't be that hard considering you probably have twice as many lands as you need. Since you have 66% black symbols and 33% green symbols, I recommend having your mana base reflect that. I'd also add some sort of dual lands to go with the Keyrunes. I'm a budget builder so I think even Golgari Guildgate is a fine card. If money is no object, then Verdant Catacombs and Overgrown Tomb are the lands that competitive players swear by.

While it's listed as standard, I'm assuming this deck is actually just casual modern. That opens you up to a ton of options regardless of which way you want to take this deck.

You could try to stick with the toughness theme from Sultai Flayer and Archers' Parapet. In that case, I'd recommend Assault Formation, Sight of the Scalelords, Tower Defense, Abzan Beastmaster, Feed the Pack, Sheltering Word, Grim Contest, Kin-Tree Invocation, Corpse Blockade, Kheru Dreadmaw, Trestle Troll, and Wall of Souls as potential options.

If you love Fiend of the Shadows, you could try to capitalize on that by going hard into black and running disruption cards like Duress, Mind Rot, or the more expensive Thoughtseize and Inquisition of Kozilek. I think Stab Wound and Sinister Possession could also work well in that type of denial deck, but at that point, Launch Party becomes a little worse when you want your opponent to have creatures out to enchant. If you still need strong removal, I always like Hero's Downfall and Putrefy in Golgari.

If you want to focus on the theme of having your stuff die, I'd recommend having good sac outlets like Viscera Seer and other cards that trigger when creatures die like Blood Artist. You could even take this deck in the traditional golgari guild route by including cards with the scavenge or dredge abilities as well as beaters that like having stuff in the graveyard like Splinterfright and Jarad, Golgari Lich Lord.

Finally, you could even try to make Demonic Rising the star of the deck. You could use Carrion Feeder as your single creature and/or Attrition to sac demons for value after attacking just to get another at the end of the turn. You would want to put in plenty of auras or equipment to maximize the potency of that strategy. Loxodon Warhammer and Whispersilk Cloak are a few that come to mind.

DragonFaceEater on Spawning Pool Party

8 years ago

Here are some pauper removal cards that would really help your deck from best to good. 1st place: Bone Splinters This card will demolish in your deck! It will kill so much the opponent will concede. Well, not really, but you get the point. You get to trade a scion with a giant creature. Awesome. 2nd: Gaze of the Gorgon This could really help by attacking with your spawns and then killing their bigger creatures. Finally, 3rd: Launch Party Although it is a lot more expensive, launch party does the same thing as bone splinters, but hits the opponent for 2. I guess it could help in a sideboard if the opponent is really overwhelming you with bigger creatures.

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