A summary of each Planeswalker is below. 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). The Megill Ranking cinematic universe is in full swing here! I need this. Getting Started: A few more control cards never goes awry, but otherwise he's very adaptable. - 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. Getting Started: Look for solid green creatures. Planeswalkers released after Ixalan follow simple rules for their mana bonuses: Origins, Battle for Zendikar, and Oath of the Gatewatch Planeswalkers all have lower mana bonuses than this, as do many others before the Ixalan set. Planeswalkers begin at level 1. Just Right: I feel like I should have more to say, but I honestly got nothing. For example, Hautli, Radiant Champion requires a creature and her first planeswalker ability to come on line; Tezzeret the Schemer, on the other hand, requires building up to his third ability before he fully comes into his element. 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). 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. Speed: A major consideration I have in constructing this tier list is accessibility of cards and the relative speed of the match. Nicol Bolas, the Ravager (0/+2/+3/+2/0) 7/6/6: He needs a decent set of cards to last him until he transforms. Relies on old mechanics. 1. Let's rank all the planeswalkers that came out in 2020! Next one's gonna be a doozy, as I have about 40 lands from 2020 to rank. Do something about it!) - 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. Deck & Planeswalker strategies & talking points. Getting Started: Throw creatures into your deck. Chandra is like that but kinda worse because they don't even need the removal; they can just attack her to kill her dead. - 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. The +1 is kinda cute with, like, Voltron, or Infect, but four mana for that is not worth doing. - 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. - 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 particularly nasty white supports that help control the board like Seal Away, Suppression Bonds, Sphinx's Decree, and Ixalan's Binding. Also, cards that heal you. - 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. Both of these had the unintended consequence of incentivizing players to not level their PWs. Medium, Slightly Card Reliant, Strong Abilities, Creature Driven. As noted by u/Duke_Paul, if Karn gets any steam going, he'll win the match pretty easily. Drag the images into the order you would like. Tier 2 monocolor planeswalkers can be quite powerful, but rely more on cards than Tier 1 planeswalkers. 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). Medium, Card Reliant, Weak Abilities, Flexible. 1. Fast, Slightly Card Reliant, Strong Abilities, Flexible. Slow, Card Reliant, Fairly Strong Abilities, Creature Driven. 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. - 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. 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. - 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. By incorporating one of the strongest points of green into your deck, you're counteracting the strongest points of Garruk, and vice-versa. Profit. Eligible Sets: Core Set 2021, Jumpstart, Zendikar Rising, Zendikar Rising Commander, Commander Legends. Fast, Card Reliant, Strong Abilities, Flexible. Green Planeswalkers Complete List and Rankings. Getting Started: Control cards and supports. She does one thing, and it's a really great thing, so I'm absolutely on board. Getting Started: Artifacts, artifacts, and more artifacts. Over, Under, or Just Right? Extremely powerful planeswalkers. Over, Under, or Just Right? - 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. Tier 2 monocolor planeswalkers can be quite powerful, but rely more on cards than Tier 1 planeswalkers. Nicol-Bolas, God-Pharaoh (U / B / R) (-1/+3/+3/+3/-1) 5/8/5: He can effectively go creatureless, and comes with a lot of control. - Ajani, Vengeant (+3/+1/0/+2/+2) 9/6/5: He comes equipped with a lot of control and can efficiently control the board. Tier 2 monocolor planeswalkers can be quite powerful, but rely more on cards than Tier 1 planeswalkers. - 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. 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). - Dovin, Grand Arbiter (+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. Lots of lifelink. Sarkhan Unbroken (U / R / G) (-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. You basically spent four mana for negative value. Fast, Slightly Card Reliant, Fairly Strong Abilities, Creatureless. Better minus for the bigger creatures in Commander. 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). Slow, Card Reliant, Strong Abilities, Flexible. However, he is heavilly reliant on the type of deck he's playing against--which makes it difficult for him to scale up quickly. After that, you're home free. 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. Relies on a mechanic that rotates out with Ixalan. 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. Agh! 130 discussions 1.3K comments Most recent: . - 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. That's not even touching on the ludicrous Landfall ability, and I'm not even talking about in Landfall decks. Better get started then! 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. It's the Rise From the Grave thing again that we saw on Liliana, Death's Majesty. Honestly, the only thing I'm not into here is the +1, and even that's not awful. Medium, Card Reliant, Medium Abilities, Creature Driven. Fun read. Fast, Card Reliant, Strong Abilities, Creature Driven. Medium, Card Reliant, Strong Abilities, Creatureless. 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). Colorless 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. He is a college student in Santa Fe, New Mexico and also enjoys reading and other games of all shapes and sizes. Typically, a longer game implies more control is being utilized. If the planeswalker relies heavily on an old mechanic, I'll include a warning here. I've been fairly negative these last few 'walkers. However, two of his abilities are tied to WAR mechanics, so he'll probably drop tiers when WAR rotates out. Tier 1 planeswalkers tend to be less reliant on particular card mechanics and favor faster wins. 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: Look for loyalty generating cards, cards that destroy creatures, and cards that make you or your opponent draw cards. Getting Started: Put creatures in your deck. Medium, Very Card Reliant, Medium Abilities, Flexible. Overplayed: This is the poster child for generically good 'walkers that donot transfer to Commander at all. Fast, Slightly Card Reliant, Strong Abilities, Creatureless. It's not amazing, but it's fine, I guess? He needs a little help getting to his third ability--decent control cards can get him there. Like, did everyone just decide this card was miserable and not play him? Over, Under, or Just Right? Getting Started: Lifelink. Getting Started: Get zombies. Let me know in the comments. Weak Abilities can sometimes pull through in clutch moments, but for the most part aren't terribly useful, and are often passed up. They clearly made Tevesh Szat, Doom of Fools to be a commander. Card Reliant planeswalkers really don't come online unless you've included cards that complement the theme of the planeswalker. The listed mana bonuses, deck limits and health are given for planeswalkers at their maximum level. Fast, Card Reliant, Medium Abilities, Creature Driven. Fast, Slightly Card Reliant, Strong Abilities, Creatureless. With a card like Storm the Vault, he becomes ridiculously powerful. Getting Started: Lifelink. Getting Started: Look for spells, supports, and creatures that can distribute buffs. Better +1 for discard decks. - 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. Spells/supports that generate lots of matches are key--think of spells that convert mana, or destroy gems. 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That make you or your opponent draw cards only thing I 'm not even touching on the ludicrous ability... That destroy creatures, and creatures that have ETB ( enter the battlefield ) or destroy.. Donot transfer to Commander at all one of the match on cards than tier planeswalkers.
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