Launch the Fleet card art

Launch the Fleet

Sorcery MV 1

Tracked across real Commander games played through TurnZero HQ.

What it does

Strive — This spell 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, create a 1/1 white Soldier creature token that's tapped and attacking."

Rulings

7 official rulings, in the order Wizards published them.

  • 2014-04-26

    Although the tokens are attacking, they were never declared as attacking creatures (for purposes of abilities that trigger whenever a creature attacks, for example).

  • 2014-04-26

    The mana cost and mana value of strive spells don't change no matter how many targets they have. Strive abilities affect only what you pay.

  • 2014-04-26

    If a spell or ability allows you to cast a strive spell without paying its mana cost, you must pay the additional costs for any targets beyond the first.

  • 2014-04-26

    If such a spell is copied, and the effect that copies the spell allows a player to choose new targets for the copy, the number of targets can't be changed. The player may change any number of the targets, including all of them or none of them. If, for one of the targets, the player can't choose a new legal target, then it remains unchanged (even if the current target is illegal).

  • 2014-04-26

    You declare which player or planeswalker each token is attacking as you put it onto the battlefield. It doesn't have to be the same player or planeswalker the original creature is attacking.

  • 2014-04-26

    You choose how many targets each spell with a strive ability has and what those targets are as you cast it. It's legal to cast such a spell with no targets, although this is rarely a good idea. You can't choose the same target more than once for a single strive spell.

  • 2014-04-26

    If all of the spell's targets are illegal when the spell tries to resolve, it won't resolve and none of its effects will happen. If one or more of its targets are legal when it tries to resolve, the spell will resolve and affect only those legal targets. It will have no effect on any illegal targets.

Rulings are Wizards of the Coast's own, mirrored from Scryfall and refreshed nightly.

In the 99

Every deck whose current list includes Launch the Fleet, whatever its commander.

Decks running it 2
Games played 6
Win rate 33.3%
Confirmed on board 0 Games where a board photo caught it actually in play.

Most played under

Commander Decks Games Win rate
Myrel, Shield of Argive 1 0 —

Colors it shows up in

  • Mono-White 1 deck

Launch the Fleet price history

The Journey into Nyx #15 printing, as Scryfall reports the TCGplayer market. Updated nightly.

Non-foil today$0.40▼ $0.06 (13.0%)
Low $0.40 · High $0.46Tracked since Sep 28, 2026
Every recorded price change
DateNon-foilFoil
Oct 10, 2026$0.40$0.73
Oct 9, 2026$0.40$0.73
Oct 7, 2026$0.41$0.73
Oct 1, 2026$0.43$0.73
Sep 29, 2026$0.44$0.73
Sep 28, 2026$0.46$0.73

A row is recorded only on nights the price moved, so each price held until the row above it.

Every version of Launch the Fleet

3 printings, newest first. Prices are the market figures Scryfall publishes, refreshed nightly. A printing with no figure shows a dash rather than a zero, because Scryfall publishes none for some of them. Click a card's art to chart that version's price above.

Prices from Scryfall, which tracks the TCGplayer and Cardmarket markets. They move daily and are a guide rather than a quote. Search TCGplayer for Launch the Fleet. It runs a name search across every version, which covers the printings TCGplayer publishes no direct link to.

Aggregated from Commander games tracked in TurnZero HQ. Every figure counts decks and games only. No individual deck list, player or playgroup is identified. Win rates are withheld below 5 completed games, where the sample is too small to mean anything.