Comet, Stellar Pup
Chaos as a mechanic put to unusually serious work. Most dice-driven designs offer a spread of small effects and call the variance the point; this one weaponizes the roll by loading every face with material or reach and giving the six a clause that lets you activate again twice more the same turn. That chaining is the whole engine: hit sixes and the loyalty ability compounds, so a single starting activation can cascade into a fistful of Squirrels, a chunk of damage scaled to the loyalty total, and graveyard recursion in one turn. The 4-and-5 face is the reason opponents cannot ignore it, since the damage tracks loyalty counters and a high roll off a long chain can point a lethal number at a face. What keeps the design from being pure gamble is that the low rolls still advance the board and often push loyalty upward, so the worst outcome is rarely a wasted turn; you are almost always building toward the roll that matters. It is a Planeswalker that reads like a slot machine but plays like a value engine that occasionally detonates, and the risk it asks you to accept is legible: you know exactly which faces reward you and by how much before you ever spin.




