Hey, guys! I’ve been playing MtGPQ since the beginning, and from my playtime I’ve had many thoughts about various Planeswalkers that I’d like to share them with you. Planeswalkers are the cornerstones of this game. They each have their own flavor and theme, and give interesting deck-building choices with their color combination. In many ways, they are reminiscent of Commanders in paper magic. It would be a shame though, that we lose such diversity because of a lack of power. Origins Planeswalkers are blatant offenders which could use a boost in power. They are also essential for newer players to get into the game and build their collection. From time to time, when I have more ideas, I’ll add them to this thread. Tell me what you guys think!
Chandra, Roaring Flame
Flameshot
It was nerfed because of all the acceleration it gave Chandra. But, looking at Koth’s incredible red mana gain, would it be too far fetched to allow Chandra a similar explosive power? Her propensity for support destruction, foe’s and friend’s alike, is part of her theme, and is both a boon, and a curse. She’s also still really fragile with only 82 HP. (tied with Sorin as the lowest HP Planeswalkers)
Problem: Overcosted ability
Fix: Lower its cost to 5 loyalty
Jace, Telepath Unbound
Confusion
Jace’s first ability was considered really good and has been nerfed as a result. What we have to consider though, is that it was considered overpowered in the early days of MtGPQ, where only Magic Origins was available. At that time, the metagame revolved around blockers (like Gideon’s enhanced creatures, Dwynen, Gilt-Leaf Daen, Skysnare Spider, etc.) with a scarcity of removals. The game has evolved way past that, reverting to its former cost would make it good but not overpowered.
Problem: Overcosted ability
Fix: Lower its cost to 4 loyalty, and revert it to -6/-0
Ingenuity
As collateral damage to Jace’s perceived dominance, Jace’s second ability got nerfed too. It never was a problem though and has been overnerfed, just like what nearly happened to Kiora’s second ability.
Problem: Useless ability
Fix: Reduce the spell being brought back’s cost by 16 mana at level 60
Gideon, Battle-Forged
Sharp Eyes
As explained, previously, with the larger card selection, and the inclusion of cheap removals, Gideon isn’t the juggernaut that he once was. In fact, he only saw play again because of Runaway Carriage. A cost of 9 Loyalty is too high for his first and trademark ability.
Problem: Overcosted ability
Fix: Lower its cost to 6 loyalty
Call to arms
I get it that it seems to be Nahiri’s signature ability, but why does it cost so much more, 15 loyalty as opposed to 9?
Problem: Overcosted ability
Fix: Lower its cost to 12 loyalty
Nissa, Sage Animist
Nature’s Bounty
Nissa’s theme is her connection to nature, and gem conversion, which are in line with Green’s mana ramping ability. But, her first ability costing 9 loyalty is inconsistent with that theme and makes it unreliable.
Problem: Overcosted ability
Fix: Lower its cost to 6 loyalty
Nature’s Gift
For the huge cost of 15 loyalty, she only gives a temporary +7/+7 boost, as opposed to a permanent +4/+4 boost, when compared to Gideon and Nahiri. Would it be too much to ask to at least give her creatures trample, and maybe reach too?
Problem: Overcosted and underwhelming ability
Fix: Lower its cost to 12 loyalty, and grant trample (and maybe reach even) to all her creatures until the beginning of her next turn