Today I’d like to talk about the current metagame in MtGPQ. For this post we’ll be talking about the high level gold/platinum tier games. We’ll also be assuming that all planeswalkers are at level 60, as the metagame changes a lot at lower levels. Perhaps I’ll make another post sometime in the future about that topic. Now that that’s all said and done, lets get into it!
This post will have 2 main parts:
What the metagame currently revolves around.
What each colour currently does in the meta.
What does the metagame currently revolve around?
- Planeswalker abilities. Planeswalker Abilities (we’ll call them PA’s for the rest of this post) are very important parts of the meta right now. they often define whether or not a planeswalker is playable or not. The top-tier planeswalkers are top-tier largely because of their abilities. Jace2 and ObNix are both widely used for their ultimate abilities, which will win games really fast on their own. Nahiri has 2 great abilities for creature based decks and another ability for when you’re in a pinch. Kiora, one of the best planeswalkers in the game has 3 abilities that are all relevant and useful. This is as it should be and there is nothing wrong with planeswalker abilities being dominant. They’re an important part of the game and should stay that way.
2.Removal. Ah, removal, the bane of creatures. Right now, every top-tier deck should have at least one piece of removal unless its some combo deck or doing something that doesn’t need removal. Even though creatureless decks are becoming more popular, removal is still one of the most dominant parts of the meta, which is usually fine, but in this case its problematic. Why? Because removal is so plentiful and cheap. Lets take a look, Almost every colour has good, cheap removal.
White has Smite the Monstrous and Humble the Brute leading the pack for white kill spells, both relatively efficient with a requirement that is rarely a problem.
Blue has 2 destroy creature spells that are currently very, very good. Moon, and Frog specifically. Both with a drawback, but they are still very cheap.
Black has its trio of 5 mana kill spells, as well as a plethora of other kill spells that cost a bit more.
Red has Inner Struggle and Unlicensed Disintegration as its primary ways to kill stuff.
Green has… Scour From Existence and Plummet. Better than nothing right?
So whats the problem here? Well, primarily for black and blue, there’s quite a bit of undercosted removal. Too much. Black having access to THREE 5 mana kill spells is ridiculous. Yes, black is the colour for killing stuff, but removal should not come that cheap and that plentifully.
- Supports. Supports are by far the most important/most used card type in MtGPQ right now. They are incredibly important and a lot of supports are extremely strong. There isn’t a huge problem with this as there is a decent amount of support removal in each colour that should have it (red green and white - white could use some more though) and the other colours that don’t traditionally remove artifacts or enchantments for paper MtG have some, but not much. Fairly balanced, but spells and creatures could use a bit of buff in general, some new creatures in Amonkhet that have support-like abilities would go a long way towards this. The situation here isn’t that bad, but it could use a bit of a rebalance and I really hope Amonkhet brings that balance.
What does each colour do in the current metagame?
we’ll go in WUBRG order for this:
WHITE: White has several strong mythics that are just good. Hixus, Deploy etc, etc. White isn’t a very deep colour right now, it doesn’t have much complexity to it, but that’s just fine! White fits pretty well within its Paper MtG description, it has a good amount of control and blockers, for board control, something white typically loves. There isn’t really a go wide strategy in PQ simply due to the nature of the game, but white is pretty creature based. White is a generally balanced colour, with minimal outliers, and is overall in quite good shape.
BLUE: Blue is heavy control and draw primarily, which fits well with its paper description, but bits really really powerful right now. Blue is super strong, and no, not just because of Baral. Because of the sheer amount of absurdly powerful blue cards. Take a look: Insidious Will, Talent of the Telepath, Any of the mass bounce spells, Moon, Frog. The list goes on. Blue is arguably the strongest colour right now. It fits remarkably well into its paper stereotype, buts its way to powerful. Blue needs to be reigned in a bit, its getting ridiculous. Other than the power level, blue is in great shape! Flavour wise its perfect, it feels how blue should feel, the primary aspects are draw and control, all pretty good right now, just tone down the power.
BLACK: Black is: Kill, Kill, Kill, Discard and troll, kill, troll, kill. Black has an insane amount of removal right now, and thats really getting out of hand. Black is really not fun to play against, its even more oppressive than blue for creature heavy decks, and that should be the case, but not to this level. Black should be great against creatures but its gone too far. Black has warped the meta towards creatureless decks way too heavily. Black should be rough to play against, but not this insanely oppressively rough. Its very difficult to beat a creatureless ObNix deck with Nahiri Zoo without killing your opponent in one turn. This needs to be toned down. I don’t have any amazing suggestions as to how, but reducing the amount of cheap removal spells would be step one. Flavour wise black is in an OK spot, but honestly, it was wayyyyy better in origins era, and maybe even BfZ, though that’s where black started being OP. Black would be very tricky to balance, has to be good but not OP, but also not unusable. There are quite a few things that would need to happen for black to be perfectly balanced.
RED: red’s in a bit of a weird place right now. If you’re mono-red its go big or go home, otherwise red is a decent support colour for actually winning you the game. It doesn’t have much to offer other than that, especially since control plays such a huge part in the meta right now. Red itself is in an OK spot, its the other colours that need reigning in. Its got good creatures, all about speed and killing stuff quick, which is good. could use some help in the burn department though, its a bit lacking there. Red also has the best support removal, which is worth noting.
GREEN: green is really really good right now, like, in good shape. Its all about going over the top with your creatures and mana. Its not too bad yet, but it wouldn’t take much to tip it over the edge. Green is on the cusp of being OP, but I don’t think its quite there. Flavour wise its pretty good, big creatures, lots of mana, not a bad situation here.
Summary:
The meta is really interesting and the diversity is decent right now. Control needs to be pushed back a touch, but other than that its pretty good. I’m very interested to see what Amonkhet brings to the table, and I’ll probably revisit this post or perhaps make another like it. The depth of the meta is decent, but could potentially be better, and if control is reigned in then that will open the gap for so many other archetypes and make the meta suuuuper diverse. @Brigby if you could show this to the devs that would mean a lot to me, I’ve worked pretty hard on this, and I hope something comes of it. What’re your thoughts? Did I miss anything? (probably) Do you agree or disagree with my analysis of the current metagame? What do you want to change?