Retro Framed... Planeswalkers?

Published on 28 August 2024 at 14:00

Planeswalkers are not something that existed in the early days of Magic: The Gathering.  Thanks to Secret Lairs, however, there are a small number of Planeswalkers available for us to use and most are highly relevant.  

Let's take a look at each of the Planeswalker cards that are currently available for us to use and see what decks that may fit into.


Activated abilities of artifacts your opponents control can’t be activated.

+1: Until your next turn, up to one target noncreature artifact becomes an artifact creature with power and toughness each equal to its mana value.

−2: You may reveal an artifact card you own from outside the game or choose a face-up artifact card you own in exile. Put that card into your hand.

 

This Karn does nasty things.  You don't even really use him for his activations, instead it's all about that passive ability.  I think this pairs well with an Urza deck in strategy and thematically. 


+1: Create three 1/1 white Soldier creature tokens.

−3: Destroy all creatures with power 4 or greater.

−7: You get an emblem with “Creatures you control get +2/+2 and have flying.”

 

Elspeth is the number 7 most played Planeswalker.  I like her for her board wipe ability if you're behind and to go wide with tokens.  I especially like her in an Arcades deck where she provides a one sided board wipe.


Each opponent can’t draw more than one card each turn.

−2: Look at the top four cards of your library. You may reveal a noncreature, nonland card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

 

Narset is the number 3 most played Planeswalker according to EDHREC.  Narset pairs with wheel effects to devastate your opponent.  You can typically assume your opponent is going to do a wheel shortly after Narset hits the table and you will be left with only one card in hand.  I think her play pattern fits nicely in a Baral deck. 


Whenever you tap a Forest for mana, add an additional {G}.

+1: Put three +1/+1 counters on up to one target noncreature land you control. Untap it. It becomes a 0/0 Elemental creature with vigilance and haste that’s still a land.

−8: You get an emblem with “Lands you control have indestructible.” Search your library for any number of Forest cards, put them onto the battlefield tapped, then shuffle.

 

If you are someone who gets excited about planeswalkers because of their alt, Nissa would go great in Tatyova. 

 


+1: Target player draws two cards, then discards two cards.

−2: Gain control of target artifact.

−6: You get an emblem with “Whenever you cast a spell that targets one or more permanents, gain control of those permanents.”

 

This card is great in any deck it can fit in.  That -2 ability will always have a relevant target in a format where Sol Ring is one of the number 1 played cards.  For me though, I like this card in a reanimator Ashnod deck.  That +1 is great card advantage when you benefit from both parts of it.


+1: Look at the top five cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in any order.

−1: Target artifact becomes an artifact creature with base power and toughness 5/5.

−4: Target player loses X life and you gain X life, where X is twice the number of artifacts you control.

 

I put Tezzeret in my upgraded Urza precon.  Because I tend to go wide in this deck, the alt is backbreaking and very easily achievable.  


Each opponent can cast spells only any time they could cast a sorcery.

+1: Until your next turn, you may cast sorcery spells as though they had flash.

−3: Return up to one target artifact, creature, or enchantment to its owner’s hand. Draw a card.

 

Teferi is at home in any control deck as it really frees up your options during your opponents turns.  I'm adding it to a Lavinia deck to help you get that card draw trigger and her ramp ability will help you play those sorcery cards.


Secret Lair drops can be rather polarizing amongst the MTG community.  I for one tend to really enjoy them.  They have gotten a lot of new players into the game by introducing new IPs as well as made magic an even better way to express yourself.  Thanks to Secret Lair drops, there is now an entire category of cards that we would have otherwise not had access to with the self imposed restriction of sticking to retro cards as well as access to powerful mana rocks we otherwise wouldn't have access to.  I really like how Wizards went old school with text formatting too.  Sometimes it's a little difficult to read so I posted the normal card text to make it easier, but I really appreciate the lengths they went to.  Planeswalkers are not always very powerful in commander but there are niche spots for them, I hope I opened up your eyes to some exciting ways to play these cards!

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