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."
Printings View all
|Journey into Nyx (JOU)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Launch the Fleet occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%
Launch the Fleet Discussion
1 week ago
Hey Alvatariano. Wow it's been a while since I've seen a 60 card deck haha. I'm assuming the list is cards you already own, in which case it looks like a decent start. You have a lot going on here though and I think the deck would flow better if you focus on one particular strategy.
For example, you could do a dedicated aura strategy: Thran Golem, Brilliant Halo, Tragic Poet, Dawn Evangel, Tethmos High Priest, Squee's Embrace, Mesa Enchantress, Chained to the Rocks, Prophetic Flamespeaker, Hero of Iroas, Akroan Crusader, Phalanx Leader.
Or spellslinger style: Blaze Commando, Rile, Feather, the Redeemed, Reckless Rage, Zada, Hedron Grinder, Launch the Fleet, Guttersnipe, Twinflame, Ephemeral Shields, Fists of Flame, Charmbreaker Devils.
I buy single cards on tcgplayer.com since they're usually cheapest there. I've found you get more bang for your buck when buying singles rather than booster packs (even though packs are fun to open haha). For example you could get all of the cards mentioned above for about $7.
2 months ago
2 months ago
This is great for a first EDH. You might like these: Launch the Fleet (seems fun with Zada and Aurelia), Seize the Day , Ephemeral Shields , Twinflame , Heat Shimmer , Ghired's Belligerence , Volcanic Wind , Impact Resonance , Magnetic Theft (cheap way to re-equip Sunforger), Gideon's Sacrifice (combos with Arcbond + a spell that gives indestructible for infinite damage), Martyrdom , Kor Chant
2 months ago
Considering you said you control both Lightmine Field and Launch the Fleet , however, you do get to choose the order in which the abilities go on the stack, since they go on the stack at the same time due to triggering from the same event (your creatures attacking). This means the order you choose determines what happens.
As mentioned, if Lightmine Field resolves first, the only attacking creatures on the battlefield are your initial two soldiers. They each take 2 damage, and then the two new soldiers are created tapped and attacking.
If Launch the Fleet resolves first, two new soldiers are created tapped and attacking, totaling four attacking creatures. Lightmine Field will count all four attacking creatures, but because it says "damage to each of those creatures" (meaning the ones declared as attackers), only the two initial attackers will take damage (which will be 4 damage).
Either way, you will end with two soldier tokens (the newer ones), unless you have some way to bolster the toughness of the initial two. How much you will have to bolster them is determined by the order you have the abilities resolve.
2 months ago
You cannot change the order of Lightmine Field 's ability and Launch the Fleet 's delayed triggered ability resolving. They are triggered by the same event, declaring attackers, so they will trigger at the same time and be put on the stack in APNAP order - active player, non-active player - meaning that the non-active player's (the defender) ability will resolve first, dealing 2 damage to the original 2 creatures. Afterwards, the LTF ability resolves and put those two tokens into play attacking.
Now, in order to examine the other part of the question - how much damage is dealt if you somehow re-order those abilities, lets imagine these abilities resolved in the opposite order. Lightmine Field 's Gatherer entry has an answer:
"If a creature attacks but is removed from combat before Lightmine Field’s ability resolves (because it would be destroyed and regenerates, perhaps), that creature is dealt damage by Lightmine Field but isn’t counted when determining the amount of damage. On the other hand, if a creature is put onto the battlefield attacking (due to Preeminent Captain’s ability, perhaps), it isn’t dealt damage by Lightmine Field, but it is counted when determining the amount of damage."
So if those two abilities resolved in a different order, 4 damage would be dealt to all creatures declared as attackers, which is the 2 original soldiers, but the ones put on the battlefield attacking would be spared.
2 months ago
1: Will Lightmine Field do 4 damage or just 2? Or does it depend on the order I let them resolve?
2: Will Lightmine Field deal damage to the two new 1/1 tokens assuming I let them resolve entering before Lightmine Field 's trigger? They were not involved in the original "whenever one or more creatures attack, Lightmine Field deals damage to each of those creatures...", they were created after that resolved.
3 months ago
Suggestions on how to build:
You need to think much more clearly about what your payoff will be. In Modern, the established Orzhov Tokens deck has plenty of generators, but wouldn't be nearly as powerful without cards like Intangible Virtue , Windbrisk Heights , and Legion's Landing Flip. Another payoff is that token generators are "creature" spells without being creature spells and synergize well with Bedlam Reveler and Young Pyromancer . The 8-whack style of pure aggression using the extra bodies to your advantage also works
I also agree with Boza that three colors is difficult on a budget. Another good option is going for 75% one color and splashing for the really good cards outside that color. I think you should cut black and may be able to focus on red depending on how it ends up.
Specific suggestions for this deck:
From what I saw, you really like aggressive red creatures that also create tokens. I think a good place to start would just be capping the curve at three mana and filling the deck with cheap aggressive cards. So cut anything above three mana and Impact Tremors and Dragonmaster Outcast . My favorites from your deck: Legion Warboss , Hanweir Garrison , Goblin Rabblemaster , I like many of your two-mana choices, but I think testing will decide whether you need immediate board presence with Goblin Instigator effects or the possibility of a larger board presence later with Skyknight Vanguard effects.
My suggestions: Reckless Bushwhacker (aggressive and cheap payoff card), Launch the Fleet (flexible generator), Venerated Loxodon (payoff card/bomb that you should be casting for one mana), Brimaz, King of Oreskos (just fine in this deck), Zealous Persecution (I know I told you to cut black, but this honestly seems good enough to splash for), and Legion's Landing Flip (good early, great late).
4 months ago
I'd like to see more token generation in the lower slots- convoke payoffs are amazing, but cutting a few to get a threat on the board that can scare 3 mana plainswalkers is essential for pioneer. More raise the alarm, more marshal.
In terms of 1 drops, Legion's Landing Flip Hunted Witness , Cartouche of Solidarity , Skymarcher Aspirant / Snubhorn Sentry , Thraben Inspector exist. If you make bigger tokens, Wake the Reflections can work. Springleaf Drum helps power out low-mana creatures.
Voice of Resurgence is the strongest 2 drop available for this list.
Further up the curve, Launch the Fleet , Countless Gears Renegade / Servo Exhibition , Dwynen's Elite , Animation Module / Anafenza, Kin-Tree Spirit , Hero of Precinct One , Lovestruck Beast , Murder Investigation Precinct Captain , Thorn Lieutenant , Westvale Abbey Flip and Hanweir Militia Captain Flip
In terms of sidebord, we'll see how the meta shapes up, but Alive / Well , Dryad Militant are worth looking at beside standard options. Druid's Deliverance if vannafar combo takes off. Sundering Growth as an artifact answer.