Fast, Slightly Card Reliant, Fairly Strong Abilities, Creatureless. Her third ability is overpowered in Legacy, but can still be ridiculous in Standard if used correctly. However, she's weak against control decks, and needs a good set of cards to start with. Getting Started: Look for particularly nasty white supports that help control the board like Seal Away, Suppression Bonds, Sphinx's Decree, and Ixalan's Binding. Slower, Card Reliant, Medium Abilities, Creature Driven. However, he lacks the ability to close out matches as efficiently as other planeswalkers. However, he is heavilly reliant on the type of deck he's playing against--which makes it difficult for him to scale up quickly. Rank it Now! With more recent Planeswalkers, the HP added is lower at low levels, presumably as an additional incentive to level up. Getting Started: Werewolves with flip abilities. Relies on an old mechanic. After that, with only minimal effort, he'll easily win. Medium, Card Reliant, Medium Abilities, Creature Driven. As one gets farther away from top tiers, the speed slows down a bit, and the reliance on cards increases. Medium, Card Reliant, Medium Abilities, Creature Driven. Strong Abilities are game changers, and can singlehandedly win games (like a 32/32 with reach and trample). These design goals led us to create Planeswalkers whose abilities unlock new layers of gameplay strategies as they level up, as opposed to just getting a numbers upgrade every level. - Teferi, Hero of Dominaria (+3/+4/-2/+1/+2) 6/7/6: Great mana bonuses, and so so so much control. - 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. Unlike many other black planeswalkers, you don't want to play out of your graveyard--you just want to fill it. Since then, all Planeswalkers released obtain their abilities when the units digit of their level is 6 or zero: 6, 10, 16, 20, 26, 30, etc. Fast, Slightly Card Reliant, Strong Abilities, Creatureless. - Jaya Ballard (R) (0/+4/0/+5/0) 5/8/6: She is one of the few planeswalkers that is set up to go creatureless. 1. More than that, I've also been consuming Magic content at my usual rate. They clearly made Tevesh Szat, Doom of Fools to be a commander. - Vivien Reid (+2/+2/0/0/+5) 8/5/6: With the right creature cards, Vivien is unstoppable. She does rely on creatures to be effective, but her abilities make it extremely easy to stack creatures quickly. Medium, Card Reliant, Weaker Abilities, Creatureless. and our In light of that, I thought an updated tier list would be appropriate, along with some "how to get started" ideas. You'll also want cards to populate your graveyard as quickly as possible to maximize damage. A summary of each Planeswalker is below. Click 'Save/Download' and add a title and description. The Megill Ranking cinematic universe is in full swing here! In a match that goes longer, the tiers would adjust somewhat. Planeswalkers have diverse characteristics and motivations. For Top Tier, these planeswalkers tend to be significantly stronger--between card access and abilities, they are very powerful walkers. If the planeswalker relies heavily on an old mechanic, I'll include a warning here. Getting Started: Throw in cards that work together. Has Nissa of Shadowed Boughs been insane for you? - Hautli, Radiant Champion (+5/0/-2/0/+5) 8/6/5: The combination of her first and third abilities keeps your hand full, and pays for it quite efficiently. Jeska, Thrice Reborn is an odd commander to talk about because she's barely a planeswalker. 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. Otherwise, I see no reason to just move onward. Generally, to mix the classifications together, you'd end up with an overall tier list like this: - Duocolored Tier 1 and Top Tier Tricolor/Colorless, - Duocolored Tier 4 and Monocolored Tier 4. Narset, Parter of Veils. Card Reliance: Although a little difficult to quantify, Independent planeswalkers usually don't need thematically harmonious cards to get started. Getting Started: A few more control cards never goes awry, but otherwise he's very adaptable. Also, cards that heal you. I need this. Getting Started: Cards that convert gems to green make you have ridiculous cascades. Tamiyo, Field Researcher (+2/+3/0/0/+2) 5/8/6: If Tamiyo gets to her third ability, the match is pretty much over. Enough about design principles. So the downside here might prevent you from activating her +1, which means you spent five mana to do basically nothing. The downside to this, though, is that green does creatures best. - Vraska, Golgari Queen (B / G) (0/0/+4/0/+4) 8/6/5: I know this is a bit of an unpopular opinion, but despite the fact that her third ability can be effectively abused, her whole kit is based around getting the match to go long, which doesn't hold up well against strong opponents. - Tezzeret, the Seeker (+2/+3/+2/0/0) 5/8/9: He's a great support-centric planeswalker. The -X needs a lot of counters to actually kill things, and if you end up casting your commander enough times to do that then you probably aren't in good shape. Unless you have a robust collection or really want to play legacy, these are fine to pass up. Relies on a mechanic that rotates out with Ixalan. Getting Started: Throw in control cards (return to hand, drain mana, increase cost, exile creatures/supports, disable creatures) and some decent creatures. - Samut, the Tested (-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). I'm assuming that you're planning on throwing in thematically complementary cards into their decks (albeit many Tier 1s don't need you to be all that choosy). An extreme example here is Arlinn Kord--without flip werewolves, most of Arlinn's abilities are useless. and big creatures. A final note: I'm certain that many reading this list will probably find a few classifications they don't agree with. I don't know, what am I hoping she actually does? Relies on an old mechanic. Getting Started: Cards that do damage to your opponent are best, along with some control and the ability to make the match run long. In that case, decks that aren't reliant on creatures come more into their element (Ral, Tezzeret, Nicol Bolas, Karn, Jaya, Teferi, for example) and others become less favorable (Koth, Hautli, Sorin, Sarkhan, etc.). MTGPQ Planeswalkers (4.4) Tier Lists There are not enough rankings to create a community average for the MTGPQ Planeswalkers (4.4) Tier List yet. Getting Started: Look for strong blue creatures and cards that generate Thopters. Fast, Independent, Fairly Strong Abilities, Creature Driven. Getting Started: Control cards and supports. 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). 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. - Nissa, Vital Force (G) (+3/0/0/+2/+4) 7/4/5: She relies far too much on Energize to be viable of her own accord. 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. Slow, Card Reliant, Strong Abilities, Flexible. Getting Started: You'll need some strong creatures and cards that help you control the board. Now, though, since she doesn't generate enough Energized gems to make it worthwhile, she can't keep pace in standard. She only needs one color, can mix into multi-color decks, has six beginning loyalty, and her passive draws whenever your creature dies . Scheduled to release digitally on Sept. 16 and globally on Sept. 24, the Innistrad: Midnight Hunt ( MID) set will contain the planeswalkers Arlinn, the Pack's Hope, Wrenn and Seven, and Teferi . Getting Started: Throw in cards that work together. Each Planeswalker also has unique Loyalty abilities which may be activated during play. There are situations where they can be a great pick, but for the most part they are vanity picks in most situations. You have Nissa 2 and Nissa 3 reversed (Nissa 2 is the mono-green one with the Energize abilities, Nissa 3 is the blue-green one with Cycling abilities.). Medium, Card Reliant, Medium Abilities, Creature Driven. Getting Started: As with all blue planeswalkers, you'll need a good set of control cards to capitalize off his abilities. Five mana Shock isn't exactly great, either. Fast, Independent, Strong Abilities, Flexible. Her first ability alone--support destruction--makes her extremely powerful in a color that has notoriously annoying supports (Lich's Mastery, anyone?). She's like a one-shot Fiery Emancipation, and that's terrifying. Profit. Getting Started: Supports. Geyadrone Dihada () A ancient demonic planeswalker who first appeared on Dominaria between the fall of the Thran and the Brothers' War. - Tezzeret, Artifice Master (+1/+4/+4/0/0) 6/6/7: If you have Thopters and strong blue creatures, he's on the higher side of Tier 3 and potentially Tier 2. 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. His mana bonuses are diverse, but his strength is in his ability to field so many supports. 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). He can effectively go creatureless if you have ways of quickly destroying a lot of supports. Fast, Independent, Strong Abilities, Flexible. Overplayed: Ok, here's your homework for the week. - Vivien Reid (G) (+2/+2/0/0/+5) 8/5/6: With the right creature cards, Vivien is unstoppable. It's way more fragile and it absolutely fails the single activation test: scry 2 one time for three mana is incredibly bad. Getting Started: Ugin's primary drawback is his inability to gain mana quickly--start by including multicolored creatures (especially tricolored creatures), then throw in a few cards that convert gems or otherwise gain mana to bring him online. - Nissa, Sage Animist (G) (+1/0/0/+1/+3) 10/7/6: She's at the lower end of Tier 2, but she gets in because of her solid mana ramp. The fact that he can field every card in the game helps a bit too. Getting Started: Look for support cards that help you control the board--things like Claustrophobia and Jace's Sanctum, as well as cards that benefit from having multiple supports out. - Jace, Telepath Unbound (U) (+1/+3/+1/0/0) 8/10/8: His abilities are good at delaying the inevitable, but he just doesn't have the tools he needs to be viable. 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). - Domri, Chaos Bringer (0/0/0/+4/+4) 8/7/4: With a creature seeking ability, good mana bonuses, the ability to field 7 spells as G/R, and a third ability that makes your first creature grow quite quickly, Domri is a force to be reckoned with. - Sarkan the Mad (B / R) (+1/+1/+2/+2/+1) 9/7/6: Think of him as the more expensive Samut that relies quite a bit on dragons. Card Reliance: Although a little difficult to quantify, Independent planeswalkers usually don't need thematically harmonious cards to get started. Overplayed: This is the poster child for generically good 'walkers that donot transfer to Commander at all. Edit the label text in each row. I have an irrational love for Crystal Ball. Click 'Save/Download' and add a title and description. And cards that benefit for having lands in your graveyard. These planeswalkers have decent mechanics, but rely heavily on card choices and specific strategies. Fast, Independent, Strong Abilities, Flexible. Getting Started: Look for cards that force your opponent to discard. All three-color Planeswalkers' mana bonuses add up to seven. Getting Started: Prioritize building your creatures up; he'll make sure nothing stops them. Joseph started playing in Theros Block but decided that the best way to play the game was to learn every single card and hope that would somehow make him good at Magic. Relies on an old mechanic. Relies on old mechanics. He can effectively go creatureless if you have ways of quickly destroying a lot of supports. On the other hand, Creatureless planeswalkers don't need creatures to win, and often have mechanics that help them control the board without needing to field any creatures (Ob Nixilus is a prime example). Getting Started: Look for cards that force your opponent to discard. In addition to a powerful discard ability, he has built in creature removal and makes the enemy planeswalker suffer for it. Medium, Card Reliant, Strong Abilities, Creature Driven. MtGPQ Deck Strategy & Planeswalker Discussion. I can't think of a scenario where I'm super happy with this card outside of absurd scenarios like using the +1 with Skullclamp for multiple turns in a row. 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. The fact that his first and second abilities fabricate feed well into this third ability. Over, Under, or Just Right? Uses an old mechanic, but still very useful. Fast, Independent, Strong Abilities, Creature Driven. - Liliana, Untouched by Death (B) (-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. Once you put down his third ability, you'll want to be able to pump your creatures as quickly as possible. Relies on old mechanics. 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. 1. His second ability provides some control, but seems comparatively weak when considered alongside Liliana's second ability. All mono-color Planeswalkers' mana bonuses add up to nine. Medium, Slightly Card Reliant, Medium Abilities, Creature Driven. MTGPQ Planeswalkers (4.4) Tier Lists. Relies on a mechanic that rotates out with Ixalan. The Eldrazi Desolation (Colorless) (0/+2/+2/+2/+1) 6/7/6: His kit allows him to be viable even outside of Eldrazi blocks. Slow, Card Reliant, Medium Abilities, Flexible. - 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. Getting Started: hints. Medium, Independent, Medium Abilities, Flexible. Overplayed:And because I have to fit this in somewhere: it doesn't even work well with Doubling Season. Tier 3 are good planeswalkers, but rely heavily on the right deck setup. Fast, Independent, Strong Abilities, Flexible. 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). In this time without flip werewolves, she leaves a lot to be desired. Let me know in the comments. Medium, Independent, Medium Abilities, Creature Driven. Could it be that you have an exceptionally strong collection in their colors, or perhaps your collection is lacking in their strengths? Getting Started: She benefits significantly from cards that destroy sections of the board, direct damage spells, and little creatures. Fast, Slightly Card Reliant, Strong Abilities, Flexible. 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: In the theme of Gruul, you'll want large green creatures. Getting Started: Throw creatures into your deck. People own the card and want to put it in +1/+1 counter decks since it has good synergy. Getting Started: Throw creatures into your deck. 2. The last category, Vanity Tier, has niche usefulness. - Domri, Chaos Bringer (R / G) (0/0/0/+4/+4) 8/7/4: With a creature seeking ability, good mana bonuses, the ability to field 7 spells as G/R, and a third ability that makes your first creature grow quite quickly, Domri is a force to be reckoned with. Getting Started: Zombies. Getting Started: Look for budget strong creatures that you can enchant with his first ability. 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. Create your own MTGPQ Planeswalkers (4.4) ranking to contribute to these Community Rankings. You don't actually need the direct damage spells (thank you third ability), it just makes matches end quicker. Medium, Card Reliant, Medium Abilities, Creature Driven. - Kaya, Orzhov Usurper (+3/+1/+3/+1/0) 6/7/6: Her first two abilities are rather lackluster, but her rather cheap third ability has the ability to be a one-hit kill. Green Planeswalkers Complete List and Rankings. That'll be fun to sort out. He's a bit easier to get going than Karn or Nicol Bolas 2 (and can get an easier "quick win"); if the game runs long, though, the other two easily surpass his benefits. Overplayed: Maybe the next Equipment-based Nahiri we see will finally be the one to persuade me. Her mana bonuses are great, and she pairs very well with Thopter decks. Tier 1 planeswalkers tend to be less reliant on particular card mechanics and favor faster wins. Medium, Independent, Fairly Strong Abilities, Flexible. By incorporating one of the strongest points of green into your deck, you're counteracting the strongest points of Garruk, and vice-versa. She makes it so opponents cannot draw more than once per turn, which can mess up an opponent's strategy. Very much my type of value nonsense card. Colorless cards. Over, Under, or Just Right? Better minus for the bigger creatures in Commander. - 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, Strong Abilities, Creature Driven. Fast, Independent, Strong Abilities, More Creature Driven. 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. With his first and second Abilities fabricate feed well into this third ability here 's your homework for the part. 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