Ever since Wizards of the Coast trademarked "Planeswalkers", and some of the details seem to point towards a possible related product, I blew the dust off a similar older idea of mine. While I'm not 100% convinced it has to be "Commander" in the sense of 99+1, singleton, or color limitation, I am fond of the idea of a variant where a Planeswalker is chosen as your "commander" and a Planar Deck is built, where your commander has to be in play for your face-up Plane to take effect. In addition there may be other minor variations, such as your Planeswalker gaining "{+1}: Roll the Planar Die." and/or "{0}: Planeswalk." I can't be sure, but I could envision a mechanic involving changing the face-up plane when your planeswalker is played and/or leaves the battlefield, considering a Planeswalker hitting 0 Loyalty isn't the Planeswalker 'dying', but merely refusing to assist you any longer, and thus planeswalking away.
Any thoughts, suggestions, additions, or other critiques?
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I like the idea of a planeswalker commander, but instead of just planeswalkign away when they hit 0 counters, they hould just flip facedown for the amount of turns it takes for their loyalty to be restored, and it should probably be a 60 card singleton creatures and maybe 2 copies of instants and sorceries and equipments as 4 of's unless they're legendary and non equipment artifacts as 2 of's.
I like this idea - it's pretty cool. I agree it should be singleton - 60 cards excluding the commander should be fine (60 + 1). About the color restriction, that's a bit tough. Though most of the planeswalkers are monocolored, there is at least one planeswalker for each of the 10 guild colors and Nicol Bolas, Planeswalker has three colors (which would possibly be the most broken of all the choices being as it gives you access to three different colors and it's pretty broken per se).
As for their loyalty helping them come back eventually after some turns - that'd be OK if you had to also recast them. Imagine how broken cards like Garruk, Primal Hunter will be. After casting him, you get to use his \-3/ ability every three turns. Also, when a planeswalker appears, planeswalking away from the current plane is kinda counter-intuitive. I think the mechanic should be like casting the legend general in EDH.
Now, here're my suggestions (obviously this would be a variant on the planechase format):
A player's planeswalker general starts in the command zone until cast. Whenever it'd be cast again from the command zone, it costs 2 more for each time. Much like casting the general in EDH.
A player may only planeswalk away from a plane if his/her planeswalker general is in play. However, rolling a activates the ability from a plane even if that player's planeswalker general is not in play. So basically, anyone can roll the planar die whenever he/she can cast a sorcery, but rolling does nothing unless your general is in play.
Rolling a while your planeswalker general is in play adds 1 loyalty counter to the general.
I think that keeps it interesting while not having too many difficult or complicated new rules.
An even additional variant of this format for you is having a tag-team general with the planeswalker. That would allow you to play more colors. For example, having Nicol Bolas, Planeswalker teamed with Ajani, Mentor of Heroes means you can play a 5-colored good stuff deck. Or, having a general from different guilds means you could run a 4-colored deck. I think that's en even more epic idea you can do. I kinda think that's what you should go for being as planeswalkers are pretty limited color-pie-wise. At least having a tag-team general will help with the colors in the deck.
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I like the idea of 60 card, 1 Planeswalker General, 2 of each card. Your Planeswalker starts in play and each time he/she/it gets defeated, it can't be cast for 3 turns and you can be targeted. 15 life and standard EDH general casting rules.
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Any thoughts, suggestions, additions, or other critiques?
Major thanks to Traprootkami for the signature.
As for their loyalty helping them come back eventually after some turns - that'd be OK if you had to also recast them. Imagine how broken cards like Garruk, Primal Hunter will be. After casting him, you get to use his \-3/ ability every three turns. Also, when a planeswalker appears, planeswalking away from the current plane is kinda counter-intuitive. I think the mechanic should be like casting the legend general in EDH.
Now, here're my suggestions (obviously this would be a variant on the planechase format):
I think that keeps it interesting while not having too many difficult or complicated new rules.
An even additional variant of this format for you is having a tag-team general with the planeswalker. That would allow you to play more colors. For example, having Nicol Bolas, Planeswalker teamed with Ajani, Mentor of Heroes means you can play a 5-colored good stuff deck. Or, having a general from different guilds means you could run a 4-colored deck. I think that's en even more epic idea you can do. I kinda think that's what you should go for being as planeswalkers are pretty limited color-pie-wise. At least having a tag-team general will help with the colors in the deck.
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!