He also provides a lot of flexibility by providing so many spell slots, so look to include creature seeking and gem-shifting abilities to pay for everything. Fast, Independent, Strong Abilities, Creature Driven. These planeswalkers rely on mechanics that no longer are used. - Ob Nixilis, Reignited (B) (0/+1/+3/+1/0) 8/8/8: The only thing that keeps Ob Nixilis from Tier 1 is his dependence on certain cards and lack of great mana bonuses. Tier 1 monocolor planeswalkers don't necessarily need great cards to get started. Getting Started: Cards that do damage to your opponent are best, along with some control and the ability to make the match run long. If you have a strong Ixalan/Rivals of Ixalan collection (especially with Enrage) she's more of a Tier 2 planeswalker currently. Getting Started: Creature tokens combo extremely well with her first ability, but really anything can do since you'll be drawing lots of cards and paying for them quite quickly. - Liliana, the Last Hope (B) (0/+4/+5/0/0) 8/5/3: As far as Zombies go, this version of Liliana is quite powerful. - Chandra, Torch of Defiance (0/0/+4/+5/0) 5/6/5: Back when Energize was a viable mechanic, this iteration of Chandra was quite powerful--she could get rid of Energized gems and do substantial damage at the same time. However, she lacks the ability to revive her zombies (unlike every other iteration of Liliana) and her third ability relies on you losing creatures to gain token creatures. While the combo can be powerful, it seems underwhelming right now. If the planeswalker relies heavily on an old mechanic, I'll include a warning here. With more recent Planeswalkers, the HP added is lower at low levels, presumably as an additional incentive to level up. Same as last time, if you want to know what changed in the 203 'walkers we're not talking about, there is an Odds and Ends companion post! Getting Started: Get Drake Haven and cards with cycling. These planeswalkers are more difficult to rank because there are few of them, and their usefulness comes down to the cards that you have (although they can field significantly more than the other planeswalkers, so that would naturally rank them higher up). MtGPQ Deck Strategy & Planeswalker Discussion. Karn, Scion of Urza (Colorless) (+1/+1/+1/+1/+1) 5/5/6: He needs some good supports. Mana bonuses What keeps him down is the fact that he's monocolored, so his abilities leave something to be desired. Fast, Independent, Strong Abilities, Creature Driven. Relies on an old mechanic. As it stands new players would never buy these PW's (even if they want them) because their abilities aren't general enough for standard play. Fast, Independent, Strong Abilities, Creature Driven. Also, cards that heal you. Getting Started: Look for cards that can Energize the board, and some strong creatures to boot. - Jace, Cunning Castaway (+2/+3/+2/+1/+1) 6/9/4: His abilities provide the creatures to do damage while you can focus on locking down your opponent with blue control spells. Edit the label text in each row. Getting Started: Find black creatures that have ETB (enter the battlefield) or destroy effects. Getting Started: Look for control cards (cards that return creatures to the opponent's hand, increase the cost of their cards, drain their cards of mana, etc.). Getting Started: Basic control cards and direct damage spells. Speed: A major consideration I have in constructing this tier list is accessibility of cards and the relative speed of the match. That said, she's a ticking time bomb that guarantees a win after many turns. Fast, Independent, Strong Abilities, Flexible. Tier 1 monocolor planeswalkers don't necessarily need great cards to get started. Overplayed:Like, if you aren't discarding your hand, what else are you gonna do with this Chandra? Medium, Slightly Card Reliant, Medium Abilities, Creature Driven. Medium, Slightly Card Reliant, Strong Abilities, Flexible. (3 Decks as solo commander, 750 Decks as Partner commander, 1,055 Decks as a card). Medium, Slightly Card Reliant, Strong Abilities, Creature Driven. Medium, Card Reliant, Fairly Strong Abilities, Creature Driven. With her regular bonuses jumping to +14/+15/0/0/+14, any green convert card fills her hand with mana, and any convert loops become ridiculous. Medium, Slightly Card Reliant, Strong Abilities, Creature Driven. Medium Abilities are best explained as ones you'll use when the circumstances are right (usually to good effect), but may not win the game for you. Medium, Card Reliant, Medium Abilities, Creature Driven. Medium, Very Card Reliant, Medium Abilities, Flexible. Medium, Card Reliant, Medium Abilities, Creature Driven. Upon looking into Planeswalker design as a whole, we wanted to try to make every Planeswalker a unique build around their character. Unless you have a robust collection or really want to play legacy, these are fine to pass up. - Gideon, Battle Forged (+3/+1/0/0/+1) 9/6/7: He has a solid set of abilities; however, his mana bonuses and his absolute reliance on creatures hold him back from being a Tier 2 planeswalker. There are a few that have changed recently or that haven't come out yet, so my rankings might change upon my d. - Chandra Roaring Flame (0/0/+1/+3/+1) 10/10/6: She's good at what she does, but her mana bonuses and low HP are a significant drawback keeping her from higher tiers. Over, Under, or Just Right? Getting Started: Throw in cards that work together. Having access to three colors in MTGPQ is especially problematic because it removes every weakness of each individual color. - Ajani, Vengeant (+3/+1/0/+2/+2) 9/6/5: He comes equipped with a lot of control and can efficiently control the board. Fast, Independent, Strong Abilities, Creature Driven. The vibe on the card just suits her really well while also feeling very different than the traditional determination or GRAHHHHHHH that red 'walkers usually have. Chandra is like that but kinda worse because they don't even need the removal; they can just attack her to kill her dead. Card Reliance: Although a little difficult to quantify, Independent planeswalkers usually don't need thematically harmonious cards to get started. Drag the images into the order you would like. Getting Started: For Legacy, Energize cards. Fast, Independent, Strong Abilities, Flexible. He's solidly a "Vanity Tier" choice, whose main purpose seemingly is to annoy your matchups as an AI deck, since many win conditions would be thwarted by his abilities. For Top Tier, these planeswalkers tend to be significantly stronger--between card access and abilities, they are very powerful walkers. Ability Strength: This is an attempt to gauge the relative strength of their abilities. Medium, Card Reliant, Medium Abilities, Creature Driven. However, he is heavilly reliant on the type of deck he's playing against--which makes it difficult for him to scale up quickly. In light of that, I thought an updated tier list would be appropriate, along with some "how to get started" ideas. Slow, Card Reliant, Fairly Strong Abilities, Creature Driven. It all connects! That said, Innistrad is a favorite of the MtG team (they don't let too many years go by before they return) so there's a decent chance she'll become viable again, assuming the game is around that long. Is it easy to pull off? Expand for more options. Slow planeswalkers are really at the mercy of their match ups; unless you've got a solid deck with a good strategy to get rolling, most decks you'll play against will trigger faster (Jace, Telepath Unbound just doesn't come online quickly unless you're really lucky). Each Planeswalker also has unique Loyalty abilities which may be activated during play. Creature Driven planeswalkers need creatures to fully utilize their abilities, and find wins most reliably by including a few choice creatures (Hautli, Radiant Champion, for example). and big creatures. Players in Magic: the Gathering Puzzle Quest take on the role of a Planeswalker, a powerful being. Hey, look! Could it be that you have an exceptionally strong collection in their colors, or perhaps your collection is lacking in their strengths? Getting Started: You want cards that help you draw more cards. Getting Started: Look for cards that force your opponent to discard, and cards that can be used to kill enemy creatures quickly. For example, although cards that trigger activates by destroying gems would be useful for Elspeth, she has built in activate destruction; otherwise, her mana bonuses are solid enough that she can field expensive cards without too much difficulty or need for thematic synergy. - Vraska, Relic Seeker (B / G) (0/+1/+3/+1/+3) 8/6/5: Vraska brings a lot of control with her abilities, while being able to field large creatures. - Sarkan the Mad (+1/+1/+2/+2/+1) 9/7/6: Think of him as the more expensive Samut that relies quite a bit on dragons. If you have the cards, these planeswalkers can bring the firepower. - Sorin, Grim Nemesis (W / B) (+4/0/+4/0/0) 10/5/5: The only thing that keeps Sorin from a Tier 1 position is his low HP and that he needs both his second and third ability to turn any deck into an overpowering force. Relies on old mechanics. Getting Started: Look for cards that can Energize the board, and some strong creatures to boot. Medium, Independent, Strong Abilities, Flexible. Tier 3 are good planeswalkers, but rely heavily on the right deck setup. Medium, Card Reliant, Weak Abilities, Flexible. Very much my type of value nonsense card. Hi my name is Max Moed-Nelson (IGN: mrhibachi) and today I've decided to do a write-up about my assessment of each of the planeswalkers in MTGPQ. He builds very fast, and has abilities that help him board wipe with little trouble. You'll also want cards to populate your graveyard as quickly as possible to maximize damage. Speed (from Slow-Fast), Card Reliance (from Reliant-Independent), Ability Strength (from Weak Abilities-Strong Abilities), Deck Mechanics (from Creatures to Creatureless). - Jace, Unraveler of Secrets (0/+5/+4/0/0) 7/5/5: His mana bonuses are top tier, and with his third ability you can easily pump your creatures to absurd levels. I don't even necessarily agree that your assessments mean most of those planeswalkers are overpowered even by your standards, but I agree with a lot of your assessments nevertheless. Medium, Card Reliant, Medium Abilities, Creature Driven. The Eldrazi Desolation (0/+2/+2/+2/+1) 6/7/6: His kit allows him to be viable even outside of Eldrazi blocks. Medium, Card Reliant, Strong Abilities, Creature Driven. - Koth of the Hammer (-1/-1/0/+9/0) 10/6/3: Koth has ridiculous mana bonuses, and cheap mechanics that help him get red matches. Getting Started: Throw in control cards (return to hand, drain mana, increase cost, exile creatures/supports, disable creatures) and some decent creatures. Getting Started: Look for cards that force your opponent to discard. Medium, Card Reliant, Medium Abilities, Creature Driven. Higher level Planeswalkers have more hit points and more powerful abilities. He needs a little help getting to his third ability--decent control cards can get him there. His mana bonuses are diverse, but his strength is in his ability to field so many supports. Just Right: This is also probably the last set of PW deck 'walkers we're ever gonna get, so wave goodbye to these terrible but utterly fascinating Magic cards. That said, Innistrad is a favorite of the MtG team (they don't let too many years go by before they return) so there's a decent chance she'll become viable again, assuming the game is around that long. The upper limits on the number of Creature, Spell, and Support cards in the deck are also Planeswalker-specific. - Jace, Unraveler of Secrets (U) (0/+5/+4/0/0) 7/5/5: His mana bonuses are top tier, and with his third ability you can easily pump your creatures to absurd levels. I've been fairly negative these last few 'walkers. Picking up a few of these should be a priority when selecting planeswalkers. Getting Started: You'll need some strong creatures and cards that help you control the board. Planeswalkers of 2020. Medium, Card Reliant, Medium Abilities, Flexible. - Elspeth, Sun's Champion (+7/+3/-2/-2/+3) 6/6/5: Elspeth has great mana bonuses, good board control, and doesn't take much to get going. Slow, Card Reliant, Fairly Strong Abilities, Creature Driven. Medium, Card Reliant, Fairly Strong Abilities, Flexible. As one gets farther away from top tiers, the speed slows down a bit, and the reliance on cards increases. - Samut, the Tested (R / G) (-1/-1/-1/+5/+5) 10/4/4: Although her abilities include the Afflict mechanic from her block, she doesn't need Afflict in your deck to do ridiculous damage (although having an Afflict card in a legacy match means she can make a creature "quadrastrike" with little effort). and big creatures. Relies on old mechanics. Garruk Wildspeaker () A human beast summoner and hunter. Getting Started: He's not creature dependent, but having at least a pair of decent creatures with control spells will get you rolling. Fast, Independent, Strong Abilities, Creature Driven. Getting Started: Put creatures in your deck. By accepting all cookies, you agree to our use of cookies to deliver and maintain our services and site, improve the quality of Reddit, personalize Reddit content and advertising, and measure the effectiveness of advertising. Relies on old mechanics. Both of these had the unintended consequence of incentivizing players to not level their PWs. Has Nissa of Shadowed Boughs been insane for you? Profit. Relies on an old mechanic. If you have a strong Ixalan/Rivals of Ixalan collection (especially with Enrage) she's more of a Tier 2 planeswalker currently. Getting Started: Supports. Narset is a good little blue planeswalker. Now, though, since she doesn't generate enough Energized gems to make it worthwhile, she can't keep pace in standard. Fast planeswalkers can usually set themselves up in the first few turns (Karn or Hautli for example, due to mana gains and easy ability setup). Getting Started: Look for spells, supports, and creatures that can distribute buffs. - Saheeli Rai (U / R) (+1/+4/+1/+4/+1) 8/7/7: If it weren't for the fact that there always seem to be Vehicles in standard, Saheeli would probably drop a Tier. Underplayed: Like, do I need to have Nissa in play when I cast Splendid Reclamation? Getting Started: She'll need control cards. By incorporating one of the strongest points of green into your deck, you're counteracting the strongest points of Garruk, and vice-versa. As noted by u/Duke_Paul, if Karn gets any steam going, he'll win the match pretty easily. Over, Under, or Just Right? He also provides a lot of flexibility by providing so many spell slots, so look to include creature seeking and gem-shifting abilities to pay for everything. I very well could be wrong, but I also urge you to consider why you rank a planeswalker differently. Card Reliant planeswalkers really don't come online unless you've included cards that complement the theme of the planeswalker. - Dovin, Grand Arbiter (+3/+3/+2/0/0) 5/9/5: Although this is a tentative placement, he has good mana bonuses and his abilities will be quite strong in this more creature-centric meta (after all, part of his third ability is half of Nahiri's third for all your creatures, and stays permanently). When it is complete, each planeswalker will have an entry in this format: - Planeswalker (W/U/B/R/G mana bonuses) Creatures/Spells/Supports: description. Getting Started: Werewolves with flip abilities. With a card like Storm the Vault, he becomes ridiculously powerful. Getting Started: Throw creatures into your deck. (9 Decks as solo commander, 753 Decks as partner commander, 1,907 Decks as a card). , Vengeant ( +3/+1/0/+2/+2 ) 9/6/5: he needs a little difficult to,. Overplayed: Like, if you are n't discarding your hand, What else are gon! 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