His reliance on getting good cards, though, is what keeps him from Tier 1. Outside of blocks that use Energize, he's not that great. - Liliana, Untouched by Death (-2/+3/+7/+3/-2) 8/6/5: In most situations, she'd probably be at the lower end of Tier 2/high end of Tier 3. He can effectively go creatureless if you have ways of quickly destroying a lot of supports. However, outside of combining Cycling with Jumpstart, she's not well suited to Standard. Getting Started: You'll need some strong creatures and cards that help you control the board. - 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. Fast, Card Reliant, 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. Medium, Card Reliant, Medium Abilities, Creature Driven. Medium, Card Reliant, Weak Abilities, Flexible. - Gideon of the Trials (W) (+5/0/0/0/+4) 5/5/5: Token blockers, the ability to significantly enhance his creatures, and returning creatures from exile all keep him in Tier 2. You basically spent four mana for negative value. If you're curious what exactly we're doing here, you can click on last week's article here. Unusual mana gain is part of the design of colorless walkers, and there is no easy rule to define their bonuses. Getting Started: Throw in control cards (return to hand, drain mana, increase cost, exile creatures/supports, disable creatures) and some decent creatures. After that, you're home free. Someone please help me out here. Nahiri, Heir of the Ancients reminds me a lot of Nahiri, the Lithomancer, and I wasn't very high on that card. For example, Hautli, Radiant Champion requires a creature and her first planeswalker ability to come on line; Tezzeret the Schemer, on the other hand, requires building up to his third ability before he fully comes into his element. If you have the cards, these planeswalkers can bring the firepower. Fast, Slightly Card Reliant, Strong Abilities, Flexible. Getting Started: Supports. If the planeswalker relies heavily on an old mechanic, I'll include a warning here. Rank it Now! Nicol Bolas, the Ravager (U / B / R) (0/+2/+3/+2/0) 7/6/6: He needs a decent set of cards to last him until he transforms. - Kiora, Master of the Depths (0/+3/0/0/+3) 5/8/6: Her mana bonuses aren't great, but her abilities make it easy to control your opponent's hand (draining six mana is quite powerful), field your creatures, and the ability to pull out a 32/32 with Reach and Trample should things to awry. If you have a strong Ixalan/Rivals of Ixalan collection (especially with Enrage) she's more of a Tier 2 planeswalker currently. Each Planeswalker also has unique Loyalty abilities which may be activated during play. The innocuous +2 that needs time to be good, and the +1 straight-up mentioning "sacrificing a commander" means he's at his best when you can keep him around multiple turns to gain a bunch of value off, like, Rograkh, Son of Rohgahh or something. Getting Started: Kiora loves control cards (return to hand, drain mana, increase cost, etc.) 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). What keeps him down is the fact that he's monocolored, so his abilities leave something to be desired. All three-color Planeswalkers' mana bonuses add up to seven. She makes it so opponents cannot draw more than once per turn, which can mess up an opponent's strategy. Medium, Independent, Medium Abilities, Flexible. Slow, Card Reliant, Strong Abilities, Flexible. Getting Started: Look for powerful direct damage spells, supports that help you draw/enhance damage. Relies on old mechanics. A summary of each Planeswalker is below. With more recent Planeswalkers, the HP added is lower at low levels, presumably as an additional incentive to level up. Note: I've updated the Planeswalker Tier List and moved it to a new thread. I've finished many different events with perfect scores (Platinum in every color) and I am currently in a top 10 coalition (shoutout to TeamReckless). Tier 1 planeswalkers tend to be less reliant on particular card mechanics and favor faster wins. If he inherited some of the fabricate abilities from the other Tezzeret, he'd move up fairly quickly; as is, he's a little clunky in a color that doesn't have the strongest set of supports. Getting Started: He's not creature dependent, but having at least a pair of decent creatures with control spells will get you rolling. O nmero de planeswalkers protegendo o Magic: The Gathering Multiverso continua a diminuir enquanto The Eternal Wanderer em Phyrexia: All Will Be One oferece um vislumbre de esperana. Fast, Slightly Card Reliant, Strong Abilities, Flexible. Multicolored planeswalkers are a force multiplier on your available card pool. I have an irrational love for Crystal Ball. 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. He's the strongest creatureless solution out there, with plenty of control options to keep the enemy's side clear. - 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. Medium, Card Reliant, Medium Abilities, Creature Driven. However, she's weak against control decks, and needs a good set of cards to start with. Tamiyo, Field Researcher (W / U / G) (+2/+3/0/0/+2) 5/8/6: If Tamiyo gets to her third ability, the match is pretty much over. 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. If all you do is put two counters on one creature, Basri has basically done nothing, and that's gonna happen a lot because he has no way to protect himself. 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. Getting Started: You want to get up to her third ability as quickly as possible. That, in combination with easily accessible creature destruction in black, means she'll continue to be viable. Planeswalkers begin at level 1. 1. - Teferi, Hero of Dominaria (W / U) (+3/+4/-2/+1/+2) 6/7/6: Great mana bonuses, and so so so much control. Relies on old mechanics. Is Teferi actually busted and I've just been incredibly lucky in not seeing him? Overplayed: Maybe the next Equipment-based Nahiri we see will finally be the one to persuade me. 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. - Teferi, Hero of Dominaria (+3/+4/-2/+1/+2) 6/7/6: Great mana bonuses, and so so so much control. Fast, Independent, Strong Abilities, Flexible. So, looking at Teferi, Master of Time, I know what to say about him in theory: take the "High Risk, High Reward" archetype and tune it up to 11. His mana bonuses mean that if you get him in a few turns, he'll never want for mana. Outside of blocks that use Energize, he's not that great. I'm super into Nissa of Shadowed Boughs. Getting Started: Werewolves with flip abilities. The upper limits on the number of Creature, Spell, and Support cards in the deck are also Planeswalker-specific. 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. Getting Started: For Legacy, Energize cards. Getting Started: You want to get up to her third ability as quickly as possible. Cookie Notice Also, cards that heal you. While the combo can be powerful, it seems underwhelming right now. Relies on an old mechanic. Over, Under, or Just Right? Getting Started: hints. - Jace, Cunning Castaway (U) (+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. Fast, Independent, Medium Abilities, Flexible. Fazendo sua estreia em MTG durante o Kamigawa: Dinastia Neon definido, o planeswalker sem nome retorna em Phyrexia: All Will Be One (1). A final note: I'm certain that many reading this list will probably find a few classifications they don't agree with. She only needs one color, can mix into multi-color decks, has six beginning loyalty, and her passive draws whenever your creature dies . His whole kit is streamlined around Artifacts (a little bit vanguard supports with his first ability, but artifacts in general), and with the right setup, can pull out a lot of cards for free. - 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). 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. Getting Started: Look for cards that force your opponent to discard. Medium, Independent, Fairly Strong Abilities, Flexible. Relies on old mechanics. Slow, Card Reliant, Strong Abilities, Flexible. Fast, Slightly Card Reliant, Fairly Strong Abilities, Creatureless. Relies on old mechanics. Getting Started: Cards that convert gems to green make you have ridiculous cascades. That said, she's a ticking time bomb that guarantees a win after many turns. Look at the user lists below to see their opinions on the best MTGPQ Planeswalkers (4.4). Getting Started: Look for Ally creatures from the Zendikar block. These planeswalkers have decent mechanics, but rely heavily on card choices and specific strategies. She does one thing, and it's a really great thing, so I'm absolutely on board. Relies on an old mechanic. 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. Getting Started: Dinosaurs, especially with the Enrage mechanic. Over, Under, or Just Right? Getting Started: Cards that do damage to your opponent are best, along with some control and the ability to make the match run long. Most recent update: 9/3/2019, added Wrenn and Six. Upon looking into Planeswalker design as a whole, we wanted to try to make every Planeswalker a unique build around their character. Overplayed:Like, if you aren't discarding your hand, what else are you gonna do with this Chandra? He needs a little help getting to his third ability--decent control cards can get him there. Just Right: I also want it on the record that I love Jeska's regular art. Over, Under, or Just Right? 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. Fast, Slightly Card Reliant, Strong Abilities, Creatureless. - Angrath, the Flame Chained (-1/+2/+4/+4/-1) 7/6/6: If you're looking for a solid discard alternative to Liliana, Defiant Necromancer, look no further. Mana bonuses and deck limits are granted every even level, except on abilities levels: 2, 4, 8, 12, 14, 18, etc. - Nissa, Worldwaker (G) (+3/+1/-1/+2/+4) 6/7/6: What makes this iteration of Nissa better than the others is her ability to ramp up, and since all three of her abilities produce creatures, she can fund and field a substantial force despite the cards you put in her deck. Tamiyo, Field Researcher (+2/+3/0/0/+2) 5/8/6: If Tamiyo gets to her third ability, the match is pretty much over. I also aspire to have all the stats (mana bonuses, creatures/spells/supports), but because I'm doing this between tasks at work (where I can't get to mtgpq.info) I'm limited to the planeswalkers I actually have at 60. Getting Started: In the theme of Gruul, you'll want large green creatures. Ugin, the Spirit Dragon (Colorless) (+1/+1/+1/+1/+1) 6/6/7: Conceptually, Ugin is quite powerful--his third ability is a slightly weaker Blue Sun's Zenith, his second ability is a powerful control ability, and he has the ability to scale up his mana. When you take Liliana of the Veil, who may be busted in other formats but is one of the worst non-planeswalker deck 'walkers in Commander, and you make all of their abilities slightly better, you're still gonna end up with a pretty mediocre planeswalker. Getting Started: Look for budget strong creatures that you can enchant with his first ability. - 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. Could it be that you have an exceptionally strong collection in their colors, or perhaps your collection is lacking in their strengths? Fun read. Although the copy card change had an effect on the combo nature of her third ability, the fact that she can cast the two copies she makes keeps her in Tier 2. Getting Started: Throw in control cards (return to hand, drain mana, increase cost, exile creatures/supports, disable creatures) and some decent creatures. Over, Under, or Just Right? She has decent mana ramp and could rise very quickly if Energize were reintroduced. - Nissa, Worldwaker (+3/+1/-1/+2/+4) 6/7/6: What makes this iteration of Nissa better than the others is her ability to ramp up, and since all three of her abilities produce creatures, she can fund and field a substantial force despite the cards you put in her deck. link to download the tier list image: https://tiermaker.com/list/video-games/mtgpq-mono-colo. - Nissa, Steward of Elements (0/+3/0/0/+4) 5/6/5: In Legacy, her cycling mechanic can make for easy wins. Medium, Slightly Card Reliant, Strong Abilities, Creature Driven. Planeswalkers released after Ixalan follow simple rules for their mana bonuses: Origins, Battle for Zendikar, and Oath of the Gatewatch Planeswalkers all have lower mana bonuses than this, as do many others before the Ixalan set. Her mana bonuses are great, and she pairs very well with Thopter decks. He's pretty effective, but a consistent flow of control is needed to fully capitalize on his play style. Each Planeswalker has an affinity to a color, in some cases two or even three colors. Look, I won't say that I've been playing a ton of Magic since the Pandemic, but I have been playing, and I have never seen this thing. He can effectively go creatureless if you have ways of quickly destroying a lot of supports. Thus, the question is really are you going to ult him enough for him to be worth it? Extremely powerful planeswalkers. This page was last edited on 12 January 2023, at 23:49. A final note: I'm certain that many reading this list will probably find a few classifications they don't agree with. Now, though, since she doesn't generate enough Energized gems to make it worthwhile, she can't keep pace in standard. the last set of PW deck 'walkers we're ever gonna get. Keep Chandra in the back of your mind, maybe think about Teferi, Timeless Voyager in a really watered down Superfriends deck, mock the rest for being terrible. - Garruk, Wildspeaker (+2/0/+1/+2/+3) 4/10/6: Of himself, he's a pretty powerful planeswalker--after all, he can field an entirely token army with little problem. Medium, Card Reliant, Medium Abilities, Creature Driven. Nicol-Bolas, God-Pharaoh (U / B / R) (-1/+3/+3/+3/-1) 5/8/5: He can effectively go creatureless, and comes with a lot of control. Getting Started: Find black creatures that have ETB (enter the battlefield) or destroy effects. Oktagon, from their first set of Ixalan, made a uniform system for PW leveling. By incorporating one of the strongest points of green into your deck, you're counteracting the strongest points of Garruk, and vice-versa. 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, Slightly Card Reliant, Strong Abilities, Creature Driven. I'm open to reclassification for a well presented case. Getting Started: Find cards that Energize the board. Otherwise, I see no reason to just move onward. As one gets farther away from top tiers, the speed slows down a bit, and the reliance on cards increases. Also, these classifications can dramatically shift whenever a new block is introduced, and will need to be re-evaluated every time a new set hits and other sets move to Legacy. 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. Medium, Card Reliant, Strong Abilities, Creature Driven. Getting Started: Get zombies. - 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. - Sorin, Grim Nemesis (+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. An extreme example here is Arlinn Kord--without flip werewolves, most of Arlinn's abilities are useless. To +14/+15/0/0/+14, any green convert Card fills her hand with mana, and Support cards in the of! 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