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.
#I want a Comet Commader deck. What should I make his commander?
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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.
Share the Spoils and Barbarian Class could be weird and good for the deck.
if you want more dice wyll blade of frontiers would be a good addition as well
Crap…
Well. I guess I’ll have to find a real commander for my spacepup
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!
(Aka unfinity version)
I want a Comet Commader deck. What should I make his commander?
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
But at that point shouldn’t I just make a Mr.House themed deck?
I thought about Rin and Seri because RGW identity
you could make jetmir or jinnie fay
idk
Jetmir is definitely a cool option and Jinnie fay seems like a good option too. I’ll have to see about either.
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
or just play a different deck if your group says no
[[comet, stellar]]
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
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
uh [[krark’s other thumb]]