- Ajani, Vengeant (W / R) (+3/+1/0/+2/+2) 9/6/5: He comes equipped with a lot of control and can efficiently control the board. - 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. That'll be fun to sort out. Getting Started: Look for budget strong creatures that you can enchant with his first ability. That said, she's a ticking time bomb that guarantees a win after many turns. - 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. - 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: Look for powerful direct damage spells, supports that help you draw/enhance damage. Tier 4 planeswalkers have significant drawbacks. Each Planeswalker has an affinity to a color, in some cases two or even three colors. Slow, Card Reliant, Fairly Strong Abilities, Creature Driven. Getting Started: Look for cards that force your opponent to discard. There's nothing else on Garruk to hook you in. Fast, Card Reliant, Medium Abilities, Creature Driven. 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. Getting Started: Big creatures. Drag the images into the order you would like. Relies on old mechanics. - Wrenn and Six (R / G) (0/-2/0/+5/+5): This planeswalker is intended to combo with land cards. Medium, Slightly Card Reliant, Strong Abilities, Creature Driven. Nobody ever gives it a second glance until you get your Intet, the Dreamer out, and suddenly it's frustratingly scary. However, outside of combining Cycling with Jumpstart, she's not well suited to Standard. 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. 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. Planeswalkers have diverse characteristics and motivations. Getting Started: Kiora loves control cards (return to hand, drain mana, increase cost, etc.) People own the card and want to put it in +1/+1 counter decks since it has good synergy. - 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. - 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. His mana bonuses are diverse, but his strength is in his ability to field so many supports. Fast, Independent, Strong Abilities, Flexible. The Eldrazi Desolation (Colorless) (0/+2/+2/+2/+1) 6/7/6: His kit allows him to be viable even outside of Eldrazi blocks. These planeswalkers have decent mechanics, but rely heavily on card choices and specific strategies. - 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. Profit. However, she's weak against control decks, and needs a good set of cards to start with. Getting Started: Look for solid green creatures. Medium, Slightly Card Reliant, Strong Abilities, Flexible. Fast, Slightly Card Reliant, Strong Abilities, Flexible. Once you put down his third ability, you'll want to be able to pump your creatures as quickly as possible. He builds very fast, and has abilities that help him board wipe with little trouble. Medium, Card Reliant, Weaker Abilities, Creatureless. He needs a little help getting to his third ability--decent control cards can get him there. Their abilities don't rely heavily on a certain block, nor do they rely on particular cards to get started. I need you to take the Magic 2015 Garruk trailer, and put Endless Possibilities in the background. - Tezzeret, the Seeker (+2/+3/+2/0/0) 5/8/9: He's a great support-centric planeswalker. Those aren't rhetorical questions. Getting Started: Thopter token generating cards and vehicles. Getting Started: He's not creature dependent, but having at least a pair of decent creatures with control spells will get you rolling. and big creatures. - 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. - 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. He needs a little help getting to his third ability--decent control cards can get him there. 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. Relies on an old mechanic. Getting Started: Look for cards that force your opponent to discard, and cards that can be used to kill enemy creatures quickly. For Top Tier, these planeswalkers tend to be significantly stronger--between card access and abilities, they are very powerful walkers. They clearly made Tevesh Szat, Doom of Fools to be a commander. - 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). Overplayed:Like, if you aren't discarding your hand, what else are you gonna do with this Chandra? Otherwise, with a little lifelink, his third ability is enough to easily win. Medium, Card Reliant, Fairly Strong Abilities, Creature Driven. - Jace, Unraveler of Secrets (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. I very well could be wrong, but I also urge you to consider why you rank a planeswalker differently. After that, you're home free. Medium, Very Card Reliant, Medium Abilities, Flexible. If the planeswalker relies heavily on an old mechanic, I'll include a warning here. Relies on old mechanics. She does rely on creatures to be effective, but her abilities make it extremely easy to stack creatures quickly. Medium, Slightly Card Reliant, Medium Abilities, Creature Driven. The Megill Ranking cinematic universe is in full swing here! Eligible Sets: Core Set 2021, Jumpstart, Zendikar Rising, Zendikar Rising Commander, Commander Legends. Fast, Slightly Card Reliant, Strong Abilities, Creature Driven. Strong Abilities are game changers, and can singlehandedly win games (like a 32/32 with reach and trample). Medium, Card Reliant, Strong Abilities, Creature Driven. 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. Mana bonuses Outside of Legacy, cards that convert mana along with control cards. Medium, Independent, Medium Abilities, Creature Driven. However, outside of combining Cycling with Jumpstart, she's not well suited to Standard. Getting Started: He'll need some strong white creatures. Click 'Save/Download' and add a title and description. 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.). 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: Zombies. - Samut, the Tested (R / G) (-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). Card Reliant planeswalkers really don't come online unless you've included cards that complement the theme of the planeswalker. Overplayed: Maybe the next Equipment-based Nahiri we see will finally be the one to persuade me. Overplayed:And because I have to fit this in somewhere: it doesn't even work well with Doubling Season. Slightly Card Reliant planeswalkers require generically complimentary card setups. Garruk Wildspeaker () A human beast summoner and hunter. - 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. Medium, Card Reliant, Medium Abilities, Creature Driven. The fact that he can field every card in the game helps a bit too. Getting Started: Basic control cards and direct damage spells. Getting Started: In the theme of Gruul, you'll want large green creatures. Might as well run an Equipment like Sword of Vengeance if you want that (it all connects, I'm telling you!). - Chandra, Torch of Defiance (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. Getting Started: cheap creature cards mixed with control will thoroughly annoy your opponents. Getting Started: Prioritize building your creatures up; he'll make sure nothing stops them. Reddit and its partners use cookies and similar technologies to provide you with a better experience. 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. Jeska, Thrice Reborn is an odd commander to talk about because she's barely a planeswalker. This page was last edited on 12 January 2023, at 23:49. - 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. Never seen this thing there either. Do let me know in the comments if you've seen this dork. Medium, Card Reliant, Medium Abilities, Creature Driven. They have great mana bonuses and embody the mechanics of their element. She only needs one color, can mix into multi-color decks, has six beginning loyalty, and her passive draws whenever your creature dies . Getting Started: Dinosaurs, especially with the Enrage mechanic. Even just doing the -2 once before she dies isn't a terrible use of the card. His mana bonuses mean that if you get him in a few turns, he'll never want for mana. Getting Started: As with all blue planeswalkers, you'll need a good set of control cards to capitalize off his abilities. Getting Started: Throw in cards that work together. Medium, Slightly Card Reliant, Strong Abilities, Flexible. - 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. 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.). Medium, Slightly Card Reliant, Medium Abilities, Creature Driven. Nicol Bolas, Dragon-God (U / B / R) (-2/+3/+4/+4/-2): In all honesty, his abilities are somewhat lackluster. Planeswalkers begin at level 1. Fast, Independent, Strong Abilities, Creature Driven. Tier 3 are good planeswalkers, but rely heavily on the right deck setup. Colorless cards. All three-color Planeswalkers' mana bonuses add up to seven. Getting Started: Find black creatures that have ETB (enter the battlefield) or destroy effects. - 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. - Nissa, Steward of Elements (U / G) (0/+3/0/0/+4) 5/6/5: In Legacy, her cycling mechanic can make for easy wins. 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). Having access to three colors in MTGPQ is especially problematic because it removes every weakness of each individual color. Is it easy to pull off? Flexible planeswalkers have abilities that complement either play style, and can be taken either direction without compromising their kit. Otherwise, I see no reason to just move onward. Slower, Card Reliant, Medium Abilities, Creature Driven. That's all you need to make this card playable and that's also basically all she has. 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). He's also quite easily to use as is. Outside of blocks that use Energize, he's not that great. You basically spent four mana for negative value. 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. All Planeswalkers had abilities straight out of the gate, at level 1. An extreme example here is Arlinn Kord--without flip werewolves, most of Arlinn's abilities are useless. This is the updated Mono Color Planeswalker Tier List for mtgpq. Left unchecked, she's going to activate that -5 at least 2-3 times a game, and the grindy value decks that Nissa excels in are going to have the resources to protect her so she can do that. Fast, Slightly Card Reliant, Strong Abilities, Flexible. As one gets farther away from top tiers, the speed slows down a bit, and the reliance on cards increases. Relies on old mechanics. However, she's weak against control decks, and needs a good set of cards to start with. Fast, Independent, Strong Abilities, Creature Driven. A final note: I'm certain that many reading this list will probably find a few classifications they don't agree with. Medium, Card Reliant, Fairly Strong Abilities, Flexible. - 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. Getting Started: Werewolves with flip abilities. Medium, Slightly Card Reliant, Strong Abilities, Creature Driven. 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