#I want a Comet Commader deck. What should I make his commander?

21 messages · Page 1 of 1 (latest)

rigid latch
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Sure. I’m sure a lot of you are seniored in Magic players. A lot of people take commander way too seriously. So keep any sweaty comments away.
I just want to make a deck with Comet as commander (if that’s a thing) being a new player I’m not quite sure what to build around him. I’m assuming cards that allow more dice rolls? But I know that some people get heated or dislike Comet because he’s “overpowered” I understand that. But That’s not my goal. I want Comet to do more weird shit in this deck. I want to make this deck as fun and wacky as possible. That’s what commander is about.
Any ideas or suggestions on what to implement would be awesome.

sand hill
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Technically, The rules say that if a planeswalker is to be a commander, it needs to say it can be on the card, so Comet cannot legally be a comander. However if you talk about it to the the pod, they should be all right with it.

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Share the Spoils and Barbarian Class could be weird and good for the deck.

modest crypt
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if you want more dice wyll blade of frontiers would be a good addition as well

rigid latch
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Well. I guess I’ll have to find a real commander for my spacepup

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I also basically need to figure out how to make two decks in one. Basically a fully legal version to play and a more fun version that I can play with friends!

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(Aka unfinity version)

rigid latch
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I want a Comet Commader deck. What should I make his commander?

sand hill
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Mr. House, President and CEO could work as commander, just go for all the dice in the deck and remember that d20 are your friend

rigid latch
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I thought about Rin and Seri because RGW identity

digital girder
rigid latch
fallow oar
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You could always just focus on the squirrel tokens that comet makes and have a legal commander to swap in if your playgroup doesn’t like it

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or just play a different deck if your group says no

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[[comet, stellar]]

patent yachtBOT
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Legendary Planeswalker — Comet
0: Roll a six-sided die.
1 or 2 — [+2], then create two 1/1 green Squirrel creature tokens. They gain haste until end of turn.
3 — [−1], then return a card with mana value 2 or less from your graveyard to your hand.
4 or 5 — Comet deals damage equal to the number of loyalty counters on him to a creature or player, then [−2].
6 — [+1], and you may activate Comet's loyalty ability two more times this turn.
Loyalty: 5

fallow oar
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Abusing dice roll mechanics is what makes Comet broken. If you don’t add the [[krark’s thumb]]s of the world, Comet isn’t super broken

patent yachtBOT
fallow oar
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uh [[krark’s other thumb]]