I have been thinking for a while about what could be done to the original 5 planeswalkers to keep them to some degree true to their original form while tweaking them to make them more viable options in the current game. I think that the ultimate abilities should feel powerful and be game changing. Let me know what you all think of my ideas and hopefully if our new devs like any of them, they might use some of them as inspiration. Please keep in mind that I am putting all of these abilities in as if they were on a level 60 planeswalker. Also, I am only looking at the abilities of the planeswalkers, not their health totals or their mana gains, which should also both be addressed. If you like these ideas, I have more for each of the other underwhelming walkers of old that could use tweaks.
Liliana:
Ability 1: Stay the same
Ability 2: The last creature of yours that was destroyed is returned to the battlefield
Ability 3: Create a support with, whenever a player discards a card, your opponent takes 8 damage.
This would keep Liliana 1 true to her functionality around discard and give her more of a presence in the current game without too many changes. The ultimate would be like a Megrim effect, which would pair nicely with her first ability and many other cards she can use like Herald of Anguish, Creeping Dread, Infinite Obliteration, and Behold the Beyond to name a few.
Nissa:
Ability 1: Stay the same
Ability 2: Stay the same
Ability 3: Create a support with, whenever a player makes a green landfall, reinforce each creature you control.
Once again, this keeps Nissa true to her origins (pun intended), but turns the ultimate into a potentially scary ability that pairs well with her abilities and other green cards. The ability would be similar to Koth’s ultimate, but is situationally stronger as it reinforces, but has the heightened requirement of landfall.
Chanda:
Ability 1: Stay the same
Ability 2: Fetch the next 2 spells from your library
Ability 3: Create a support with, whenever you cast a spell, copy it and then exile it.
All of the Chandra planeswalkers in this game are terrible, but this could make her become pretty nasty. The ability to twincast spells would pair very nicely with the direct damage spells already in red. Hazoret’s Undying Fury would be even more broken with this…
Gideon:
Ability 1: Stay the same
Ability 2: Stay the same
Ability 3: Give each creature you control +3/+3 prevent damage, berserker, trample, and lifelink.
At face value, the ultimate here looks to be incredibly powerful, but can easily be countered with removal spells. Every color has it’s own forms of removal that would work again this. Red would have difficulty, but it has access to cards like Unlicensed Disintegration and Hour of Devastation as workarounds.
Jace:
Ability 1: Each creature on the battlefield has it’s power reduced to 0 until the beginning of your next turn.
Ability 2: Stay the same
Ability 3: Create a support with, whenever you cast a spell, each creature you control gets +4/+4 and gains hexproof until end of turn.
Jace is actually the walker that I had the most difficult time thinking about because the mechanics around him in origins are just completely worthless. The whole trap to drain mana thing is just terrible.