Getting Started: Look for Ally creatures from the Zendikar block. Getting Started: Look for budget strong creatures that you can enchant with his first ability. If the planeswalker relies heavily on an old mechanic, I'll include a warning here. Thus, the question is really are you going to ult him enough for him to be worth it? Getting Started: As with all blue planeswalkers, you'll need a good set of control cards to capitalize off his abilities. Relies on old mechanics. Over, Under, or Just Right? - 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: Throw creatures into your deck. The downside to this, though, is that green does creatures best. These are all bad. 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.). 13 are broken/overpowered and 22 are good/weak/bad? Fast, Independent, Strong Abilities, Flexible. He's the strongest creatureless solution out there, with plenty of control options to keep the enemy's side clear. Spells/supports that generate lots of matches are key--think of spells that convert mana, or destroy gems. Until next week! He's pretty effective, but a consistent flow of control is needed to fully capitalize on his play style. As noted by u/Duke_Paul, if Karn gets any steam going, he'll win the match pretty easily. 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. 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. Profit. Better get started then! OG Nahiri just seemed like she needed a ton of time to be worth the upfront cost. - Teferi, Hero of Dominaria (+3/+4/-2/+1/+2) 6/7/6: Great mana bonuses, and so so so much control. Could it be that you have an exceptionally strong collection in their colors, or perhaps your collection is lacking in their strengths? Relies on an old mechanic. Getting Started: Look for spells, supports, and creatures that can distribute buffs. Getting Started: Werewolves with flip abilities. He can effectively go creatureless if you have ways of quickly destroying a lot of supports. - Dovin, Grand Arbiter (W / U) (+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). - Vraska, Golgari Queen (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. How much of a board state do you need to protect Teferi? - 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. I'm so confused by that spread of decks. Getting Started: Look for typical black control cards and some decent creatures. 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. Medium, Card Reliant, Weaker Abilities, Creatureless. Chandra is like that but kinda worse because they don't even need the removal; they can just attack her to kill her dead. - 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. Drag the images into the order you would like. - 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. Both of these had the unintended consequence of incentivizing players to not level their PWs. Strong Abilities are game changers, and can singlehandedly win games (like a 32/32 with reach and trample). Slow, Card Reliant, Weak Abilities, Flexible. link to download the tier list image: https://tiermaker.com/list/video-games/mtgpq-mono-colo. 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. Generally, the more colors a Planeswalker has affinity with, the more expensive they are to purchase and level up. Medium, Card Reliant, Medium Abilities, Flexible. 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). Getting Started: hints. Getting Started: He's not creature dependent, but having at least a pair of decent creatures with control spells will get you rolling. Outside of Legacy, cards that convert mana along with control cards. Getting Started: She'll need control cards. Fast, Independent, Fairly Strong Abilities, Creature Driven. Tier 3 are good planeswalkers, but rely heavily on the right deck setup. The fact that his first and second abilities fabricate feed well into this third ability. Getting Started: She thrives off of Amass abilities. Agh! Deck & Planeswalker strategies & talking points. Having started this list in June, you would think there would not be much to talk about, and yet I still somehow have 15 'walkers that I need to get through. Ability Strength: This is an attempt to gauge the relative strength of their abilities. Her third ability is overpowered in Legacy, but can still be ridiculous in Standard if used correctly. Getting Started: Dinosaurs, especially with the Enrage mechanic. Slow, Card Reliant, Fairly Strong Abilities, Creature Driven. - Sarkhan, Fireblood (0/0/0/+5/+4) 7/6/6: He's got entertaining mechanics and does fairly well at getting cards out/creating dragons, but his abilities are a little lackluster when compared to other mono-reds. Getting Started: You want cards that help you draw more cards. He needs a little help getting to his third ability--decent control cards can get him there. Fast, Independent, Strong Abilities, Flexible. 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. Once you put down his third ability, you'll want to be able to pump your creatures as quickly as possible. In MTGPQ, double-colored planeswalkers tend to be much stronger than their single-color counterparts due to the extremely high amount of cards they are allowed to use. She's like a one-shot Fiery Emancipation, and that's terrifying. 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). - Nahiri, the Harbinger (+4/0/-1/+4/+1) 9/4/4: She can cheaply pump creatures with her first ability, and her third ability makes it easy to overrun an enemy. You don't actually need the direct damage spells (thank you third ability), it just makes matches end quicker. A final note: I'm certain that many reading this list will probably find a few classifications they don't agree with. Getting Started: Put creatures in your deck. Getting Started: Throw in cards that work together. Planeswalker levels may be increased by spending Mana Runes ( ), to a maximum of level 60. They clearly made Tevesh Szat, Doom of Fools to be a commander. 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). Over, Under, or Just Right? Spells/supports that generate lots of matches are key--think of spells that convert mana, or destroy gems. Fast, Slightly Card Reliant, Strong Abilities, Flexible. - Tezzeret, Artifice Master (B) (+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. It's way more fragile and it absolutely fails the single activation test: scry 2 one time for three mana is incredibly bad. Medium, Card Reliant, Fairly Strong Abilities, Flexible. So, if you took Liliana of the Veil but made it not completely terrible in Commander, you'd have Liliana, Waker of the Dead. Fast, Slightly Card Reliant, Strong Abilities, Flexible. Medium, Independent, Fairly Strong Abilities, Flexible. In this time without flip werewolves, she leaves a lot to be desired. Someone please help me out here. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. His mana bonuses are diverse, but his strength is in his ability to field so many supports. - 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. Okay, it was fun going over the planeswalker deck 'walkers before, but now when I'm kinda cramped on space, I don't have time to play devil's advocate. You don't actually need the direct damage spells (thank you third ability), it just makes matches end quicker. Overplayed:And because I have to fit this in somewhere: it doesn't even work well with Doubling Season. - Ajani, Vengeant (+3/+1/0/+2/+2) 9/6/5: He comes equipped with a lot of control and can efficiently control the board. Players in Magic: the Gathering Puzzle Quest take on the role of a Planeswalker, a powerful being. The fact that he can field every card in the game helps a bit too. New Nahiri gains you value a bit quicker. Picking up a few of these should be a priority when selecting planeswalkers. Over, Under, or Just Right? Getting Started: Find black creatures that have ETB (enter the battlefield) or destroy effects. Getting Started: Werewolves with flip abilities. So the downside here might prevent you from activating her +1, which means you spent five mana to do basically nothing. 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. And thus, one remains. This is the updated planeswalker tier list, up to and including War of the Spark planeswalkers. Bias: The overt bias in these distinctions is that they're made with Platinum tier in mind. Getting Started: Grab a few control cards. Getting Started: Throw in cards that work together. Fast, Independent, Medium Abilities, Flexible. Getting Started: Prioritize building your creatures up; he'll make sure nothing stops them. Slow, Card Reliant, Strong Abilities, Flexible. Mana bonuses After that, you're home free. - Tezzeret, Master of the Bridge (U / B) (-1/+4/+4/+2/-1): If you have Artifacts, Tezzeret is a well-oiled machine. - 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. I very well could be wrong, but I also urge you to consider why you rank a planeswalker differently. Getting Started: Thopter token generating cards and vehicles. 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). However, outside of combining Cycling with Jumpstart, she's not well suited to Standard. There are clear benefits to playing Planeswalkers with high spike bonuses with mana conversion, and when playing without mana conversion, to use Planeswalkers with a balanced spread of bonuses. Getting Started: Look for cards that force your opponent to discard. Sarkhan Unbroken (-1/+3/-1/+3/+3) 6/6/7: With a built in Deploy the Gatewatch, the ability to increase his mana bonuses, and overpowering token creatures, this iteration of Sarkhan is exceptionally powerful. - 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. A Planeswalker's deck may generally contain only cards including an affinity color, or colorless cards. Nicol-Bolas, God-Pharaoh (-1/+3/+3/+3/-1) 5/8/5: He can effectively go creatureless, and comes with a lot of control. 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. Those aren't rhetorical questions. Her mana bonuses are great, and she pairs very well with Thopter decks. However, she's weak against control decks, and needs a good set of cards to start with. The Eldrazi Desolation (Colorless) (0/+2/+2/+2/+1) 6/7/6: His kit allows him to be viable even outside of Eldrazi blocks. 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). His ability to field so many supports of their Abilities creatures as quickly as possible it makes... That can distribute buffs if you have ways of quickly destroying a lot of control good of. 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Christening Ceremony Script, Articles M
Christening Ceremony Script, Articles M