Come here to discuss Planeswalkers' abilities, decks, and strategies in their official discussion threads! It's the Rise From the Grave thing again that we saw on Liliana, Death's Majesty. Medium, Card Reliant, Medium Abilities, Creature Driven. Medium planeswalkers might take a little effort to get started, either due to poor mana gains or a reliance on certain abilities to come online (Vraska is a good example of medium, since she might take a few turns to get started with her mana gains, but has access to an effective ability fairly quickly). Getting Started: Look for cards that enhance your creatures. Better +1 for discard decks. Typically, a longer game implies more control is being utilized. Maybe the fact that I haven't seen him is supposed to indicatethe reputation is overblown on how impactful he'd be, but I really have no idea. - Ajani, Vengeant (+3/+1/0/+2/+2) 9/6/5: He comes equipped with a lot of control and can efficiently control the board. Colorless cards. This is the dual color Planeswalker tier list. This is the updated Mono Color Planeswalker Tier List for mtgpq. Medium-Fast, Slightly Card Reliant, Strong Abilities, Flexible. Fast, Card Reliant, Strong Abilities, Flexible. Extremely powerful planeswalkers. In the Landfall decks with Fetchlands, extra land cards like Dryad of the Ilysian Grove, and with commanders like Lord Windgrace, it's gonna be impossible to keep Nissa low on loyalty. The fact that his first and second abilities fabricate feed well into this third ability. - Liliana, Defiant Necromancer (B) (0/+1/+3/+1/0) 9/10/8: What makes this basic planeswalker better than the others is that her discard mechanics are relevant even at top levels of competition. Over, Under, or Just Right? link to download the tier list image: https://tiermaker.com/list/video-games/mtgpq-mono-colo. Often, the worst that Nissa can really be is the best creature in your graveyard with two counters on it or hand as well because let's put more words on this card, I guess! Getting Started: hints. 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. The listed mana bonuses, deck limits and health are given for planeswalkers at their maximum level. Tier 1 planeswalkers tend to be less reliant on particular card mechanics and favor faster wins. - Vivien Reid (G) (+2/+2/0/0/+5) 8/5/6: With the right creature cards, Vivien is unstoppable. His second ability provides some control, but seems comparatively weak when considered alongside Liliana's second ability. Planeswalkers begin at level 1. - Kaya, Orzhov Usurper (W / B) (+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. You don't actually need the direct damage spells (thank you third ability), it just makes matches end quicker. The Megill Ranking cinematic universe is in full swing here! I'm striving not to let personal dread influence my rankings too much (whenever I see Arlinn Kord in Legacy events I scramble my deck for efficient control options because they're bound to have Ulrich of the Krallenhorde, and probably Olivia, Mobilized for War and Decimator of Promises or Emrakul just for kicks and giggles). I don't know, what am I hoping she actually does? Tier 3 are good planeswalkers, but rely heavily on the right deck setup. Getting Started: Werewolves with flip abilities. Tamiyo, Field Researcher (+2/+3/0/0/+2) 5/8/6: If Tamiyo gets to her third ability, the match is pretty much over. - Ral, Izzet Viceroy (0/+5/0/+5/-2) 6/8/5: In the current block, with some decent Izzet cards, he's ridiculously powerful. - Teferi, Hero of Dominaria (W / U) (+3/+4/-2/+1/+2) 6/7/6: Great mana bonuses, and so so so much control. 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. - Koth of the Hammer (R) (-1/-1/0/+9/0) 10/6/3: Koth has ridiculous mana bonuses, and cheap mechanics that help him get red matches. - 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. Slow, Card Reliant, Weak Abilities, Flexible. Medium, Slightly Card Reliant, Strong Abilities, Flexible. - Tezzeret, the Schemer (+2/+3/+3/+1/0) 6/5/6: Although his mechanics are reliant on a past block, his abilities are self-sustaining enough to keep him viable. Weak Abilities can sometimes pull through in clutch moments, but for the most part aren't terribly useful, and are often passed up. 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. Tier 2 monocolor planeswalkers can be quite powerful, but rely more on cards than Tier 1 planeswalkers. Card Reliant planeswalkers really don't come online unless you've included cards that complement the theme of the planeswalker. Getting Started: Zombies. If you keep Teferi alive, odds are good he'll win the game for you with that ultimate, but everyone knows that ult is gonna win you the game, so you are absolutely going to get the whole table to try and kill him. Until next week! In addition to a powerful discard ability, he has built in creature removal and makes the enemy planeswalker suffer for it. Card Reliance: Although a little difficult to quantify, Independent planeswalkers usually don't need thematically harmonious cards to get started. Getting Started: Grab a few control cards. Upon looking into Planeswalker design as a whole, we wanted to try to make every Planeswalker a unique build around their character. Slow, Card Reliant, Medium Abilities, Creature Driven. Honestly, the only thing I'm not into here is the +1, and even that's not awful. Relies on old mechanics. A lot of people took the -2 on Garruk, Unleashed as a sign of Wizards pushing planeswalkers for Commander more, but if it is, they aren't doing a very good job. 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. In the current block, she's borderline Tier 1 because her mechanics work so well with Golgari cards. Medium-Fast, Slightly Card Reliant, Strong Abilities, Flexible. I need you to take the Magic 2015 Garruk trailer, and put Endless Possibilities in the background. You basically spent four mana for negative value. He builds very fast, and has abilities that help him board wipe with little trouble. Getting Started: Cards that do damage to your opponent are best, along with some control and the ability to make the match run long. Uses an old mechanic, but still very useful. Fast, Independent, Strong Abilities, Flexible. Medium, Slightly Card Reliant, Strong Abilities, Creature Driven. Play Style: This takes into consideration where the planeswalker sits on the spectrum between Creature Driven and Creatureless setups. Getting Started: Lifelink. Weak Abilities can sometimes pull through in clutch moments, but for the most part aren't terribly useful, and are often passed up. Fast, Slightly Card Reliant, Strong Abilities, Creature Driven. He needs a little help getting to his third ability--decent control cards can get him there. The fact that he can field every card in the game helps a bit too. Medium, Card Reliant, Weak Abilities, Flexible. Their abilities don't rely heavily on a certain block, nor do they rely on particular cards to get started. 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. Her third ability is overpowered in Legacy, but can still be ridiculous in Standard if used correctly. - 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. Expand for more options. Get lots of zombies. These are all bad. - 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. That, in combination with easily accessible creature destruction in black, means she'll continue to be viable. Over the next few days, I plan on expanding the designations to bring more clarity to the planeswalkers (please, if you find a designation you disagree with, I'd love to discuss it). Getting Started: Throw creatures into your deck. - Teferi, Hero of Dominaria (+3/+4/-2/+1/+2) 6/7/6: Great mana bonuses, and so so so much control. (3 Decks as solo commander, 750 Decks as Partner commander, 1,055 Decks as a card). Medium, Card Reliant, Strong Abilities, Creatureless. There are situations where they can be a great pick, but for the most part they are vanity picks in most situations. Fast, Independent, Strong Abilities, More Creature Driven. Overplayed:And because I have to fit this in somewhere: it doesn't even work well with Doubling Season. Getting Started: Throw in control cards (return to hand, drain mana, increase cost, exile creatures/supports, disable creatures) and some decent creatures. Narset, Parter of Veils. Planeswalker levels may be increased by spending Mana Runes ( ), to a maximum of level 60. - Angrath, the Flame Chained (B / R) (-1/+2/+4/+4/-1) 7/6/6: If you're looking for a solid discard alternative to Liliana, Defiant Necromancer, look no further. Over, Under, or Just Right? 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. Create your own MTGPQ Planeswalkers (4.4) ranking to contribute to these Community Rankings. - Ajani, Unyielding (W / G) (+4/0/0/0/+2) 8/5/4: On paper, he's powerful. Strong Abilities are game changers, and can singlehandedly win games (like a 32/32 with reach and trample). Fast, Independent, Strong Abilities, Flexible. Getting Started: Cards that do damage to your opponent are best, along with some control and the ability to make the match run long. Mana bonuses I have an irrational love for Crystal Ball. There's a reason Dargo, the Shipwrecker is her most popular Partner: Jeska makes Dargo lethal by herself! 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). That, in combination with easily accessible creature destruction in black, means she'll continue to be viable. Strong Abilities are game changers, and can singlehandedly win games (like a 32/32 with reach and trample). - 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. - Ajani, Unyielding (+4/0/0/0/+2) 8/5/4: On paper, he's powerful. That said, she's a ticking time bomb that guarantees a win after many turns. Medium, Card Reliant, Weaker Abilities, Creatureless. Nothing about Basri is exciting. Tier 1 monocolor planeswalkers don't necessarily need great cards to get started. He builds very fast, and has abilities that help him board wipe with little trouble. More than that, I've also been consuming Magic content at my usual rate. - Chandra, Torch of Defiance (R) (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. - 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. Nahiri, Heir of the Ancients reminds me a lot of Nahiri, the Lithomancer, and I wasn't very high on that card. Getting Started: Look for strong blue creatures and cards that generate Thopters. Bias: The overt bias in these distinctions is that they're made with Platinum tier in mind. 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. - 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. - 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. 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.). Medium, Card Reliant, Medium Abilities, Creature Driven. 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. Overplayed: I guess the discard decks, like Tinybones, Trinket Thief, could consider this, but even then, I feel like you can do much better. Fast, Independent, Strong Abilities, Creature Driven. Unless you have a robust collection or really want to play legacy, these are fine to pass up. Hmmmmmmmm. - Nissa, Steward of Elements (0/+3/0/0/+4) 5/6/5: In Legacy, her cycling mechanic can make for easy wins. Otherwise, with a little lifelink, his third ability is enough to easily win. And cards that benefit for having lands in your graveyard. Lots of lifelink. 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. His reliance on getting good cards, though, is what keeps him from Tier 1. For those of you who have no clue who I am (should be most of you), I have been playing paper magic for 15+ years and I've been playing MTGPQ since a month after it's release. Green Planeswalkers Complete List and Rankings. Unusual mana gain is part of the design of colorless walkers, and there is no easy rule to define their bonuses. Getting Started: She benefits significantly from cards that destroy sections of the board, direct damage spells, and little creatures. - 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. Ugin, the Spirit Dragon (+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. (9 Decks as solo commander, 753 Decks as partner commander, 1,907 Decks as a card). Oktagon, from their first set of Ixalan, made a uniform system for PW leveling. Over, Under, or Just Right? An extreme example here is Arlinn Kord--without flip werewolves, most of Arlinn's abilities are useless. Do something about it!) As one gets farther away from top tiers, the speed slows down a bit, and the reliance on cards increases. Getting Started: Grab a few control cards. Lots of lands. Fast, Card Reliant, Strong Abilities, Creatureless. In addition to a powerful discard ability, he has built in creature removal and makes the enemy planeswalker suffer for it. 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). Spells/supports that generate lots of matches are key--think of spells that convert mana, or destroy gems. - 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. Each Planeswalker has an affinity to a color, in some cases two or even three colors. Medium, Card Reliant, Weak Abilities, Flexible. 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. - Arlinn Kord (R / G) (0/0/0/+3/+3) 7/5/5: In the time of werewolves, she was ridiculous. In a match that goes longer, the tiers would adjust somewhat. - Liliana, Death's Majesty (-2/+4/+5/+3/-1) 5/5/5: The only thing keeping Liliana from Tier 1 is that to truly capitalize on her abilities, you'll need to find creatures that have good "when this creature enters the battlefield" or "when this creature is destroyed" mechanics. Getting Started: For Legacy, Energize cards. Ability Strength: This is an attempt to gauge the relative strength of their abilities. Getting Started: Control cards and supports. Getting Started: Lands. However, your mana crystal income is limited at this stage, so you should focus on only buying the best of the best as they appear in rotation, covered below. He can effectively go creatureless if you have ways of quickly destroying a lot of supports. - Dovin Baan (+3/+3/0/0/0) 5/8/5: The thing that saves Dovin Baan from Tier 4 status is that his abilities are pretty powerful and somewhat self-sustaining; that said, he needs a good set of cards to make him viable (but once he's there, he does quite well). 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. Fast, Card Reliant, Fairly Strong Abilities, Flexible. Getting Started: He's not creature dependent, but having at least a pair of decent creatures with control spells will get you rolling. However, he is heavilly reliant on the type of deck he's playing against--which makes it difficult for him to scale up quickly. Getting Started: Find black creatures that have ETB (enter the battlefield) or destroy effects. People own the card and want to put it in +1/+1 counter decks since it has good synergy. Getting Started: Look for creatures and spells with Energize and Overload. Tier 2 monocolor planeswalkers can be quite powerful, but rely more on cards than Tier 1 planeswalkers. 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. Getting Started: She thrives off of Amass abilities. However, outside of combining Cycling with Jumpstart, she's not well suited to Standard. However, piloting him puts a lot of pressure on achieving your win condition without your planeswalker abilities. 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.). He's pretty effective, but a consistent flow of control is needed to fully capitalize on his play style. After that, you're home free. 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. Getting Started: In the theme of Gruul, you'll want large green creatures. Medium, Card Reliant, Medium Abilities, Creature Driven. Medium, Slightly Card Reliant, Strong Abilities, Flexible. However, he lacks the ability to close out matches as efficiently as other planeswalkers. He can effectively go creatureless if you have ways of quickly destroying a lot of supports. - Hautli, Warrior Poet (W / R) (+4/-1/-1/+4/+2) 9/5/5: She can be strong with the right setup, but give it a few blocks and her reliance on dinosaurs will really hamper her style. 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. These planeswalkers rely on mechanics that no longer are used. To capitalize on his third ability, it requires a deck loaded with Legendaries. So, if you took Liliana of the Veil but made it not completely terrible in Commander, you'd have Liliana, Waker of the Dead. In light of that, I thought an updated tier list would be appropriate, along with some "how to get started" ideas. Getting Started: You want cards that help you draw more cards. Karn, Scion of Urza (Colorless) (+1/+1/+1/+1/+1) 5/5/6: He needs some good supports. Relies on an old mechanic. After that, with only minimal effort, he'll easily win. - Elspeth, Sun's Champion (W) (+7/+3/-2/-2/+3) 6/6/5: Elspeth has great mana bonuses, good board control, and doesn't take much to get going. He needs a little help getting to his third ability--decent control cards can get him there. His reliance on getting good cards, though, is what keeps him from Tier 1. - 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. 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. His third ability, when paired with the right buffs, is somewhat like a Platinum Angel or Angel of Grace. Getting Started: Throw creatures into your deck. The Eldrazi Desolation (Colorless) (0/+2/+2/+2/+1) 6/7/6: His kit allows him to be viable even outside of Eldrazi blocks. Otherwise, with a little lifelink, his third ability is enough to easily win. They clearly made Tevesh Szat, Doom of Fools to be a commander. Cookie Notice Fast, Independent, Strong Abilities, Flexible. Fast, Independent, Strong Abilities, Creature Driven. Medium, Card Reliant, Weaker Abilities, Flexible. Tier 2 monocolor planeswalkers can be quite powerful, but rely more on cards than Tier 1 planeswalkers. Fast, Independent, Strong Abilities, Creature Driven. Slow, Card Reliant, Strong Abilities, Flexible. Karn, Scion of Urza (+1/+1/+1/+1/+1) 5/5/6: He needs some good supports. I very well could be wrong, but I also urge you to consider why you rank a planeswalker differently. Deck & Planeswalker strategies & talking points. 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. Fast, Independent, Strong Abilities, Creature Driven. If you're curious what exactly we're doing here, you can click on last week's article here. 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. - Chandra Roaring Flame (R) (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. "Oh right, this thing!". 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. Her first ability alone--support destruction--makes her extremely powerful in a color that has notoriously annoying supports (Lich's Mastery, anyone?). Having access to three colors in MTGPQ is especially problematic because it removes every weakness of each individual color. Medium, Card Reliant, Strong Abilities, Creature Driven. Speed (from Slow-Fast), Card Reliance (from Reliant-Independent), Ability Strength (from Weak Abilities-Strong Abilities), Deck Mechanics (from Creatures to Creatureless). Edit the label text in each row. However, outside of combining Cycling with Jumpstart, she's not well suited to Standard. The +1 is kinda cute with, like, Voltron, or Infect, but four mana for that is not worth doing. Garruk Wildspeaker () A human beast summoner and hunter. Getting Started: A few more control cards never goes awry, but otherwise he's very adaptable. 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. MtGPQ Deck Strategy & Planeswalker Discussion. Also, cards that heal you. Outside of Legacy, cards that convert mana along with control cards. 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. 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. Overplayed: Ok, here's your homework for the week. Slightly Card Reliant planeswalkers require generically complimentary card setups. Getting Started: To capitalize on her mechanics, you want cards that have Activate abilities, or can trigger them (destroying gems, converting gems, etc.). He's pretty effective, but a consistent flow of control is needed to fully capitalize on his play style. Is it easy to pull off? 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. With his third ability, you wont have to worry much about their cost. 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. For Basically Top Tier, these take a little more to get started, but they are still very powerful walkers. - Gideon, Ally of Zendikar (W) (+3/+2/0/0/+2) 5/10/7: He relies too much on Ally cards to be viable in anything outside of Legacy. Medium, Card Reliant, Strong Abilities, Creature Driven. - Gideon, Battle Forged (W) (+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. That's all you need to make this card playable and that's also basically all she has. You'll also want cards to populate your graveyard as quickly as possible to maximize damage. 15. Relies on an old mechanic. Throw as many as you can into her decks. Fast, Slightly Card Reliant, Strong Abilities, Flexible. Medium, Independent, Fairly Strong Abilities, Flexible. Medium, Slightly Card Reliant, Medium Abilities, Creature Driven. Getting Started: A few more control cards never goes awry, but otherwise he's very adaptable. Getting Started: Look for Ally creatures from the Zendikar block. Those aren't rhetorical questions. Using a tier list allows you to group similar ranked items together and it's quick and easy to create a tier list. Getting Started: Look for loyalty generating cards, cards that destroy creatures, and cards that make you or your opponent draw cards. Medium, Slightly Card Reliant, Medium Abilities, Creature Driven.
Are Tactical Pens Legal In Illinois, Articles M