- Ajani, Unyielding (+4/0/0/0/+2) 8/5/4: On paper, he's powerful. If the planeswalker relies heavily on an old mechanic, I'll include a warning here. - Ajani, Adversary of Tyrants (+3/0/0/+3/+3) 6/5/8: His third ability is quite powerful, and his other abilities scale on par with many other white planeswalkers. It hasn't. Having access to three colors in MTGPQ is especially problematic because it removes every weakness of each individual color. - 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. The downside to this, though, is that green does creatures best. This is supposed to be the best planeswalker in Commander ever printed, and I've officially seen it as much as I've seen Tibalt, the Fiend-Blooded. I like Jace, Mirror Mage for a lot of the same reasons. - 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? It's not amazing, but it's fine, I guess? Green Planeswalkers Complete List and Rankings. 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. Getting Started: hints. Medium, Card Reliant, Strong Abilities, Creature Driven. Medium, Card Reliant, Medium Abilities, Creature Driven. Getting Started: Look for loyalty generating cards, cards that destroy creatures, and cards that make you or your opponent draw cards. 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. - Ajani, Adversary of Tyrants (+3/0/0/+3/+3) 6/5/8: His third ability is quite powerful, and his other abilities scale on par with many other white planeswalkers. More than that, I've also been consuming Magic content at my usual rate. Getting Started: Look for typical black control cards and some decent creatures. The listed mana bonuses, deck limits and health are given for planeswalkers at their maximum level. Fast, Slightly Card Reliant, Strong Abilities, Flexible. Medium, Card Reliant, Weaker Abilities, Creatureless. Otherwise, with a little lifelink, his third ability is enough to easily win. He's also quite easily to use as is. Getting Started: In the theme of Gruul, you'll want large green creatures. Ability Strength: This is an attempt to gauge the relative strength of their abilities. Typically, a longer game implies more control is being utilized. Overplayed: Ok, here's your homework for the week. Fast, Independent, Strong Abilities, Flexible. Relies on an old mechanic. Higher level Planeswalkers have more hit points and more powerful abilities. 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 . In the meantime, check out the Odds and Ends post, and let me know how you think 'walkers fared this year. Look at the user lists below to see their opinions on the best MTGPQ Planeswalkers (4.4). - 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). - Tezzeret, the Seeker (+2/+3/+2/0/0) 5/8/9: He's a great support-centric planeswalker. - Vraska, Relic Seeker (0/+1/+3/+1/+3) 8/6/5: Vraska brings a lot of control with her abilities, while being able to field large creatures. Relies on a mechanic that rotates out with Ixalan. - Vivien Reid (+2/+2/0/0/+5) 8/5/6: With the right creature cards, Vivien is unstoppable. Lots of lands. In a match that goes longer, the tiers would adjust somewhat. If you can protect him, though, Jace can be a lot more than Crystal Ball, especially if you can Kick him (and I know some people in my audience would love to do so). 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). - 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. Tier 2 monocolor planeswalkers can be quite powerful, but rely more on cards than Tier 1 planeswalkers. Better ult to punish greedy graveyard players. Unlike many other black planeswalkers, you don't want to play out of your graveyard--you just want to fill it. Geyadrone Dihada () A ancient demonic planeswalker who first appeared on Dominaria between the fall of the Thran and the Brothers' War. Unusual mana gain is part of the design of colorless walkers, and there is no easy rule to define their bonuses. - Ajani, Unyielding (W / G) (+4/0/0/0/+2) 8/5/4: On paper, he's powerful. Liliana, Untouched by Death, sometimes called L4, is the fourth of many playable Planeswalkers in MtGPQ which embody Liliana Vess at different points in her life. Extremely powerful planeswalkers. Fast, Independent, Strong Abilities, Creature Driven. Medium, Card Reliant, Weaker Abilities, Flexible. The +1 is kinda cute with, like, Voltron, or Infect, but four mana for that is not worth doing. 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. Her first ability alone--support destruction--makes her extremely powerful in a color that has notoriously annoying supports (Lich's Mastery, anyone?). Relies on old mechanics. - 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). These planeswalkers rely on mechanics that no longer are used. - 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. Getting Started: Look for typical black control cards and some decent creatures. - 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. Medium, Slightly Card Reliant, Strong Abilities, Flexible. Medium, Card Reliant, Fairly Strong Abilities, Flexible. I have an irrational love for Crystal Ball. Spells/supports that generate lots of matches are key--think of spells that convert mana, or destroy gems. - Nissa, Sage Animist (+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. - 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. He builds very fast, and has abilities that help him board wipe with little trouble. Generally, the more colors a Planeswalker has affinity with, the more expensive they are to purchase and level up. Medium, Slightly Card Reliant, Strong Abilities, Creature Driven. Is it too win more? 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. 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. While the combo can be powerful, it seems underwhelming right now. - 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. Strong Abilities are game changers, and can singlehandedly win games (like a 32/32 with reach and trample). Getting Started: For Legacy, Energize cards. Medium, Very 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). By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. Over, Under, or Just Right? 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 upper limits on the number of Creature, Spell, and Support cards in the deck are also Planeswalker-specific. Getting Started: Find cards that Energize the board. Medium, Card Reliant, Medium Abilities, Creature Driven. MtGPQ Deck Strategy & Planeswalker Discussion. Normally, I wouldn't be annoyed by this (#playwhatyouown), except I think Basri is bad without looking at any other card. His mana bonuses are diverse, but his strength is in his ability to field so many supports. You know you make a good argument when you've persuaded yourself. - 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. Is it easy to pull off? - Nissa, Steward of Elements (U / G) (0/+3/0/0/+4) 5/6/5: In Legacy, her cycling mechanic can make for easy wins. 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. Medium, Very Card Reliant, Medium Abilities, Flexible. That, in combination with easily accessible creature destruction in black, means she'll continue to be viable. - Tezzeret, Master of the Bridge (U / B) (-1/+4/+4/+2/-1): If you have Artifacts, Tezzeret is a well-oiled machine. 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. If you have a strong Ixalan/Rivals of Ixalan collection (especially with Enrage) she's more of a Tier 2 planeswalker currently. - 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. - Gideon of the Trials (+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. Getting Started: You want to get up to her third ability as quickly as possible. Privacy Policy. Getting Started: Throw in cards that work together. All two-color Planeswalkers' mana bonuses add up to eight. All three-color Planeswalkers' mana bonuses add up to seven. Relies on old mechanics. - 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. It doesn't matter if it costs -2 or -1, 3/3 Beasts don't exactly scale well to Commander. - Hautli, Radiant Champion (W / G) (+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. Medium, Slightly Card Reliant, Strong Abilities, Flexible. 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.). Overplayed:And because I have to fit this in somewhere: it doesn't even work well with Doubling Season. Getting Started: Grab a few control cards. Typically, a longer game implies more control is being utilized. That's not even touching on the ludicrous Landfall ability, and I'm not even talking about in Landfall decks. Fast, Independent, Strong Abilities, Flexible. - Fblthp, the Lost (B) (+2/+3/+1/+2/+1): Although his mana bonuses are pretty solid, his abilities make him quite the gimmicky planeswalker. 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. Fast, Slightly Card Reliant, Strong Abilities, Creatureless. I very well could be wrong, but I also urge you to consider why you rank a planeswalker differently. Let's rank all the planeswalkers that came out in 2020! Fast, Independent, Strong Abilities, Creature Driven. Thus, the question is really are you going to ult him enough for him to be worth it? - 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, Card Reliant, Medium Abilities, Creature Driven. You have to be able to do better, right? 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. 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. Medium, Card Reliant, Medium Abilities, Flexible. These planeswalkers have decent mechanics, but rely heavily on card choices and specific strategies. Fast, Independent, Strong 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. Getting Started: Big creatures. Medium, Independent, Fairly Strong Abilities, Flexible. Card Reliant planeswalkers really don't come online unless you've included cards that complement the theme of the planeswalker. - Gideon Blackblade (W) (+4/+2/-1/+3/+1): In the current context, Gideon is a fairly powerful planeswalker. 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. - 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. - 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. Narset is a good little blue planeswalker. Rank it Now! Slower, Card Reliant, Medium Abilities, Creature Driven. Outside of Legacy, cards that convert mana along with control cards. 130 discussions 1.3K comments Most recent: . I need this. Getting Started: cheap creature cards mixed with control will thoroughly annoy your opponents. Slow, Card Reliant, Strong Abilities, Flexible. Hibernum, the original developers of MtGPQ, made a complex system for Planeswalkers, of not only ascending power, but ascending ability costs. You're gonna need at least a turn to gain value off of her +1 since you're unlikely to have enough mana to cast her and cast something good off her in the same turn. The Megill Ranking cinematic universe is in full swing here! Fast, Slightly Card Reliant, Strong Abilities, Flexible. Basri Ket being this high must just be new card syndrome. Medium, Slightly Card Reliant, Strong Abilities, Flexible. MTGPQ Planeswalkers (4.4) Tier Lists. - Garruk, Wildspeaker (G) (+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. Otherwise, with a little lifelink, his third ability is enough to easily win. Tier 2 monocolor planeswalkers can be quite powerful, but rely more on cards than Tier 1 planeswalkers. Medium, Card Reliant, Medium Abilities, Creature Driven. Fast, Slightly Card Reliant, Fairly Strong Abilities, Creatureless. She's like a one-shot Fiery Emancipation, and that's terrifying. Medium, Slightly Card Reliant, Medium Abilities, Creature Driven. Getting Started: Thopter token generating cards and vehicles. 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. Medium, Card Reliant, Medium Abilities, Creature Driven. Slower, Card Reliant, Medium Abilities, Creature Driven. link to download the tier list image: https://tiermaker.com/list/video-games/mtgpq-mono-colo. Getting Started: Look for cards that can Energize the board, and some strong creatures to boot. Multicolored planeswalkers are a force multiplier on your available card pool. Their abilities don't rely heavily on a certain block, nor do they rely on particular cards to get started. 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. - Arlinn Kord (0/0/0/+3/+3) 7/5/5: In the time of werewolves, she was ridiculous. Colorless cards. You could play almost anything over Basri that said "counter" on it, and it'd probably be better. This is the updated Mono Color Planeswalker Tier List for mtgpq. Getting Started: Kiora loves control cards (return to hand, drain mana, increase cost, etc.) I'm so confused by that spread of decks. Medium, Slightly Card Reliant, Strong Abilities, Flexible. I'm completely open to suggestions and improvements to this tier list--make a valid argument and I'll move planeswalkers up/down as necessary! Getting Started: For Legacy, Energize cards. Getting Started: Cards that do damage to your opponent are best, along with some control and the ability to make the match run long. Karn, Scion of Urza (Colorless) (+1/+1/+1/+1/+1) 5/5/6: He needs some good supports. This page was last edited on 12 January 2023, at 23:49. Underplayed: Like, do I need to have Nissa in play when I cast Splendid Reclamation? Medium, Card Reliant, Weaker Abilities, Creatureless. Relies on old mechanics. I'm open to reclassification for a well presented case. Getting Started: You want cards that help you draw more cards. Let's talk about a fun 'walker. 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. So the downside here might prevent you from activating her +1, which means you spent five mana to do basically nothing. - 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: Artifacts, artifacts, and more artifacts. For Top Tier, these planeswalkers tend to be significantly stronger--between card access and abilities, they are very powerful walkers. - Teferi, Hero of Dominaria (+3/+4/-2/+1/+2) 6/7/6: Great mana bonuses, and so so so much control. His reliance on getting good cards, though, is what keeps him from Tier 1. The downside to this, though, is that green does creatures best. Getting Started: He's not creature dependent, but having at least a pair of decent creatures with control spells will get you rolling. After that, with only minimal effort, he'll easily win. Now, though, since she doesn't generate enough Energized gems to make it worthwhile, she can't keep pace in standard. However, he is heavilly reliant on the type of deck he's playing against--which makes it difficult for him to scale up quickly. - 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). 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. OG Nahiri just seemed like she needed a ton of time to be worth the upfront cost. It doesn't matter the color, and colorless is gravy. Getting Started: Look for dragons and cards that combo with dragons. Get lots of zombies. 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. The last category, Vanity Tier, has niche usefulness. Medium, Slightly Card Reliant, Strong Abilities, Creature Driven. Lots of lifelink. Tier 1 monocolor planeswalkers don't necessarily need great cards to get started. - 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. Getting Started: Dinosaurs, especially with the Enrage mechanic. Do let me know in the comments if you've seen this dork. - 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. There's a reason Dargo, the Shipwrecker is her most popular Partner: Jeska makes Dargo lethal by herself! 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: 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. 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: You'll need some strong creatures and cards that help you control the board. Oktagon, from their first set of Ixalan, made a uniform system for PW leveling. If you have a strong Ixalan/Rivals of Ixalan collection (especially with Enrage) she's more of a Tier 2 planeswalker currently. Fast, Card Reliant, Strong Abilities, Flexible. Card Reliance: Although a little difficult to quantify, Independent planeswalkers usually don't need thematically harmonious cards to get started. Medium, Card Reliant, Fairly Strong Abilities, Creature Driven. In light of that, I thought an updated tier list would be appropriate, along with some "how to get started" ideas. Getting Started: Get Drake Haven and cards with cycling. Getting Started: Find black creatures that have ETB (enter the battlefield) or destroy effects. Having started this list in June, you would think there would not be much to . Outside of Legacy, cards that convert mana along with control cards. Fast, Slightly Card Reliant, Strong Abilities, Flexible. New Nahiri gains you value a bit quicker. Getting Started: He'll need some strong white creatures. His mana bonuses are quite solid, though. A final note: I'm certain that many reading this list will probably find a few classifications they don't agree with. Relies on an old mechanic. Planeswalkers of 2020. Her third ability is overpowered in Legacy, but can still be ridiculous in Standard if used correctly. Profit. Medium, Slightly Card Reliant, Strong Abilities, Flexible. Getting Started: Thopter token generating cards and vehicles. Colorless cards. Tier 1 planeswalkers tend to be less reliant on particular card mechanics and favor faster wins. 2. Sua centelha ainda [] Getting Started: She benefits significantly from cards that destroy sections of the board, direct damage spells, and little creatures. Fast, Independent, Strong Abilities, Flexible. She does one thing, and it's a really great thing, so I'm absolutely on board. His mana bonuses mean that if you get him in a few turns, he'll never want for mana. Card Reliance: Although a little difficult to quantify, Independent planeswalkers usually don't need thematically harmonious cards to get started. Getting Started: Control cards and supports. 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. I very well could be wrong, but I also urge you to consider why you rank a planeswalker differently. 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. They clearly made Tevesh Szat, Doom of Fools to be a commander. 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! Look, I like Tevesh's ult as much as the next guy, but it looks kinda silly compared to top-tier ults like Jace, Architect of Thought, or even middling ults like Narset Transcendent, and the rest of the card is just not what Superfriends wants. Getting Started: Throw creatures into your deck. 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.). Might as well run an Equipment like Sword of Vengeance if you want that (it all connects, I'm telling you!). - 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. It's way more fragile and it absolutely fails the single activation test: scry 2 one time for three mana is incredibly bad. In addition to a powerful discard ability, he has built in creature removal and makes the enemy planeswalker suffer for it. Tier 3 are good planeswalkers, but rely heavily on the right deck setup. - 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. Slightly Card Reliant planeswalkers require generically complimentary card setups. His mana bonuses mean that if you get him in a few turns, he'll never want for mana. Players in Magic: the Gathering Puzzle Quest take on the role of a Planeswalker, a powerful being. Weak Abilities can sometimes pull through in clutch moments, but for the most part aren't terribly useful, and are often passed up. Medium, Independent, Fairly Strong Abilities, Flexible. Hmmmmmmmm. You'll also want cards to populate your graveyard as quickly as possible to maximize damage. Her mana bonuses are great, and she pairs very well with Thopter decks. Over, Under, or Just Right? If I was gonna pick one here that wasn't completely terrible, it would be Chandra, Flame's Catalyst. - 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. Fast, Independent, Strong Abilities, Creature Driven. Some Planeswalkers have abilities that benefit their mana bonuses; notably Karn, Scion of Urza, Sarkhan Unbroken, Tamiyo, Field Researcher , and Ugin, the Spirit Dragon. Hey, look! 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. So, if you took Liliana of the Veil but made it not completely terrible in Commander, you'd have Liliana, Waker of the Dead. Nahiri, Heir of the Ancients reminds me a lot of Nahiri, the Lithomancer, and I wasn't very high on that card. Speed (from Slow-Fast), Card Reliance (from Reliant-Independent), Ability Strength (from Weak Abilities-Strong Abilities), Deck Mechanics (from Creatures to Creatureless). - Nissa, Vital Force (+3/0/0/+2/+4) 7/4/5: She relies far too much on Energize to be viable of her own accord. "Oh right, this thing!". Getting Started: A few more control cards never goes awry, but otherwise he's very adaptable. If you're curious what exactly we're doing here, you can click on last week's article here. Fast, Independent, Strong Abilities, Creature Driven. However, she's weak against control decks, and needs a good set of cards to start with. 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: Big creatures. Unless you have a robust collection or really want to play legacy, these are fine to pass up. Getting Started: Lifelink. I'm getting some weird Avaricious Dragon vibes here off of Chandra, Heart of Fire's first +1, (Yeah, I just compared Chandra, Heart of Fire to Avaricious Dragon. Over, Under, or Just Right? Flexible planeswalkers have abilities that complement either play style, and can be taken either direction without compromising their kit. 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: Lands. Getting Started: Control cards and supports. Relies on old mechanics.

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