And now to the most important part of a superfriends deck, the
Hangarback Walker
s! But in all seriousness, it isn't a superfriends deck without planeswalkers. I'll explain how they are important or why they found a spot into this deck. Also if you notice a notable exclusion from the list, it's likely because I don't own one yet, or I didn't care to run it. Though suggestions are still welcomed!
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Ajani, Mentor of Heroes
- Some may think this a weird inclusion, but I believe it fits right at home in this deck. First of all, it's first plus acts as buffing for my commander,
Sisay, Weatherlight Captain
, to go and search out larger planeswalkers. As well, the second plus is just good card advantage/selection and the ultimate can be an easy save from a certain deck in my meta or just getting down really low.
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Ajani Steadfast
- Ajani is an interesting addition as many wouldn't think it a great addition, but when paired with
Sisay, Weatherlight Captain
, it makes it easier to tutor for bigger CMC planeswalkers. As well, his minus is just good value, and the ultimate is great protection against aggro and stompy decks.
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Ajani, Strength of the Pride
- Ajani is an interesting addition in this deck and as of writing this, is mostly for testing. His plus is life gain that benefits off my planeswalkers and tokens, which also benefits his minus token of
Ajani's Pridemate
. His "ultimate" is cool as it acts as a boardwipe for not only creatures but artifacts too and it's mostly one sided. I think he just makes a great utility card and is a fine addition to the team.
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Ajani Unyielding
- This version of Ajani is a lot more obvious of an addition as it's great card "draw", solid creature removal, and has an ultimate that basically says "all planeswalker you control can also ultimate."
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Ashiok, Dream Render
- Especially in my meta, stopping tutor effects can be absolutely back-breaking to some decks. And the mill is solid (usually I use it on myself), but the exile effect is great baked in graveyard hate for combo decks that rely on it.
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Ashiok, Nightmare Weaver
- OG Ashiok is just fun as it's plus can mess with some tutor effects and also exile some key cards if you're lucky. The minus is also sometimes fun if you hit a spicy creature, and the ultimate can easily set you up for a win.
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Chandra, Fire Artisan
- I'm going to be honest about this addition, I really included it mostly because I love the art. Chandra is my favorite planeswalker (despite red being my least favorite color), and this art is beautiful. Though the card itself is actually pretty solid by basically drawing a card with the plus and drawing 7 with the ultimate. While it is immediate with the cards you exile in when you play them, I still think it's a solid addition.
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Chandra, Torch of Defiance
- Card "draw", ramp, removal, and a potentially game-winning ultimate. There's a ton to love about this Chandra (especially the art).
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Daretti, Ingenious Iconoclast
- For some reason, I seem to draw Daretti more than any other planeswalker, but it doesn't mean he's bad. His plus makes tokens for protection, but that can also fuel his minus that is creature removal, and his ultimate can just be fun if you copy something like
Sol Ring
, but can become broken if you copy something like
Wurmcoil Engine
or
Blightsteel Colossus
.
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Elspeth, Knight-Errant
- Other than having amazing art, Elspeth provides a very large buff to my commander to allow for a significant increase into what I can tutor, and her other plus is nice for some chump blockers. Her ultimate also makes it much harder to kill me if all my little chumpers are now impossible to kill.
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Elspeth, Sun's Champion
- This Elspeth takes a different approach by being more aggressive. She makes a ton of tokens, boardwipes, then buffs her tokens with the ultimate (which also happens to still avoid her boardwipe).
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Garruk, Apex Predator
- Garruk is the ultimate planeswalker destroyer (ironic, I know), but he also makes some very nice blockers if no planeswalkers (other than yours) are around. He also has a solid creature removal minus, and a very aggro/stompy friendly emblem (for your opponents).
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Jace, the Mind Sculptor
- Probably one of the most infamous walkers to ever be made, and despite being generally weaker in EDH, he still definitely deserves a spot in this deck. If we look at him at face value, he's a
Brainstorm
for 4 mana, but he can be repeated several times, as long as he sticks. If he needs more survivability, he also has his fateseal/scry plus that can be extremely useful. And the other relevant ability is his
Unsummon
minus ability. Now, all of those abilities are really nice and generally will be all he does, but if you can get to his ultimate, it can be used in two different ways. The first and most obvious and exiling an opponent's deck and them losing when they draw, however, EDH is a multiplayer format. My personal favorite way of using his ultimate is exiling your own library and having
Jace, Wielder of Mysteries
out and winning off of that. Overall, Jace is a great utility walker with a very fringe game-winning ultimate.
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Jace, Unraveler of Secrets
- Has a solid card draw ability for guaranteed value, with a more-helpful-than-it-seems bounce ability. His ultimate, if you get there, won't immediately win you the game, but your opponents are basically two-for-one'd on every single spell.
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Jace, Wielder of Mysteries
- I'll talk more about this Jace in the next section, but he has a solid card draw ability, and a win condition stapled on him.
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Karn, the Great Creator
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Liliana, Dreadhorde General
- Liliana provides a safety net of sorts for my very few creatures by making them less advantageous to kill as I get a card draw, and it doesn't say non-token either which is a bonus. Her plus is the basic token-making ability, but her minus provides a pseudo-boardwipe if the battlefield is filled with only a few determinantal creatures. However, her ultimate is a straight up boardwipe, of not only every nonland permanent but even lands too. I was hesitant to put her in this deck originally but after several games, she has really shown her worth as a notable inclusion.
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Nahiri, the Harbinger
- Nahiri is the basic card draw plus, removal minus, which is solid in its own right. But when you also give her a creature tutoring ultimate, she becomes much more useful. Her ultimate is really useful because she's so unassuming that often you can get to it, which I usually would follow with a hasty
Narset, Enlightened Master
to get the most off the ability but I have since removed Narset from this deck for too slow outside this situation. And Nahiri can get any creature so it isn't limited to just Narset, but something like
Spark Double
or
Planebound Accomplice
could also be solid choices, but with the removal of Narset, Nahiri will likely see a cut soon for the new walkers.
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Narset, Parter of Veils
- Oh the infamous Narset, and I'm not talking about the Azorious one. This Narset is quite the show stopper, making her an immediate threat to most decks. Her card draw limiting ability does wonders if you can keep her alive, and her minus is just a cherry on top. Often she'll be kill-on-sight for a lot of playgroups, but sometimes that can be used to your advantage to try and use her as bait to keep another planeswalker alive to get closer to their ultimate.
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Narset Transcendent
- Speaking of the Azorious Narset, here she is. While not as threatening as the other Narset, she's still a force to be reckoned with. Her plus is a smaller version of the other Narset's minus, and her minus can be useful when used alongside tutors or targeted removal. Her ultimate is devastating for almost all control decks but isn't so unfair as to make most people concede (and never play with you again).
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Nicol Bolas, Dragon-God
- The "last" big bad Bolas card is likely one of his strongest. Let's ignore the static for now and look at his abilities. He immediately comes out the gate with straight card draw as well as hand exiling or permanent exiling which is probably one of the best card draw pluses I've seen. His minus is
Dreadbore
and that's already a solid removal card in / as it provides versatile removal. However, the real show-stopper is his ultimate, which is a win condition and a strong one at that. Now, this already amazing walker with just these three abilities has a static ability that gives him ALL OTHER PLANESWALKER ABILITIES ON THE BATTLEFIELD! Like seriously, he really is a god, or I suppose was a god...
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Nicol Bolas, God-Pharaoh
- The amount of groans I get from this guy is honestly hilarious. I don't think he's as groan-worthy as some on this list, but he does upset people a bit, if not only for the fact he
Stolen Goods
your opponents. His hand exile is also nice later in the game, and the damage minus is rarely used, but his ultimate is kind of lackluster in the sense that when compared to
Liliana, Dreadhorde General
it doesn't do much other than boardwipe. I still like the card and his plus two is fun.
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Rowan Kenrith
- One of the two Kenrith twins, and in my honest opinion, the more powerful of the two in this deck. Now hear me out before you start to disagree with me, but think about it. Many of the planeswalkers in this deck have powerful abilities, but what if they were doubled. Rowan has innate protection in the fact she can tutor up her brother who is a hoser for some decks, and when she ultimates, it makes life a lot more interesting. Her emblem double all activated abilities, including planeswalkers abilities. While her plus and minus might make it easier for her to die, her ultimate is almost always worth it.
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Saheeli, Sublime Artificer
- Basically Saheeli reads "All planeswalkers enter with a 1/1 Servo" which is pretty nice in itself. Her minus is rarely used but can be useful in several situations, especially with Daretti's tokens.
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Tamiyo, Collector of Tales
- Tamiyo found a spot in this deck mainly because of a certain player in my playgroup. He loves discard and sacrifice effects like
Plaguecrafter
so Tamiyo was a no-brainer inclusion. Her plus is very volatile, but actually can be useful alongside
Sensei's Divining Top
and even without that, putting them to the graveyard is nice as she herself can
Regrowth
them back.
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Tamiyo, Field Researcher
- Imagine the groans from
Nicol Bolas, God-Pharaoh
but times 10. This Tamiyo is a beast of a card because her ultimate provides an impossible-to-remove
Omniscience
effect. Her plus and minus are nice too, but everyone really knows why she's in this deck.
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Tamiyo, the Moon Sage
- Probably the most powerful Tamiyos because the sum of her parts makes her very frustrating to play against. Her plus is denial on permanents, which many probably know is much worse than just creatures. While yes, the plus usually gets used on creatures, sometimes denial of cards like
Gaea's Cradle
or
Diamond Valley
, can be backbreaking. Her minus is also particularly good against aggro or combat focused decks, but her ultimate is the real icing on the cake, allowing every planeswalker you have to always be resurrected and all your instants and sorceries to basically have free buyback. It's a nasty ultimate and I love it.
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Teferi, Temporal Archmage
- With this inclusion, I imagine several of you expect some kind of combo or something, but that just isn't the case. Teferi is just in here because he's a solid card. He's got a selective card "draw" plus, and a really useful minus. His ultimate, even though it's rarely reached, it also a great addition to the deck as it basically allows each planeswalker to use their abilities 4 times before my next turn (if playing a full multiplayer game) and that can be devastating depending on the planeswalker.
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Teferi, Time Raveler
- Another great Teferi, and for multiple reasons (like every other planeswalker). His static is probably the main reason I included him, making control decks less reactionary and basically making my planeswalkers uncounterable. His plus is fine, though often is underused, and his minus can be quite useful if need be, wrapping him up to be a solid planeswalker.
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Tezzeret, Artifice Master
- Surprisingly the only Tezzeret I'm running, but that's mainly because the rest are very artifact dependent, and I'm quite light on artifacts in this deck. However, this Tezz is very good on his own, as his abilities don't require any artifacts, or just get better if you have them. His plus creates not only a blocker, but an artifact as well which can fuel his zero ability to draw more cards. His ultimate is a
Planar Bridge
, which is crazy if you think about all the different targets. He's basically a full package that has a great payoff.
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Venser, the Sojourner
- Venser was never really a must have for me in this deck until Modern Horizons came out. For the most past, Venser is used to blink walkers to save them, or creatures for extra enter the battlefield effects, and his minus is almost never used. If you got his ultimate, it could quickly get out of hand because you'd eventually have to exile your own stuff. But with Modern Horizons came
Planebound Accomplice
and works perfectly with Venser, making planeswalkers basically cost .
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Vraska, Golgari Queen
- The most regal of all the Vraska's and she definitely deserve that title. Her plus is not only card draw, but lifegain and a sacrifice outlet if need be. Her minus is
Abrupt Decay
and her ultimate is just
Vraska the Unseen
's ultimate, but stapled to every creature you have or will have. And the effect never goes away, because it's granted by an emblem, making her a much better inclusion than
Vraska the Unseen
.
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Vraska, Relic Seeker
- The only other Vraska I have in here, and it's because she proves her worth. Token making plus, a solid removal minus, and a basically kill the opponent ultimate. Not much else to say really.
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Will Kenrith
- The second and final twin of the Kenrith bunch, and outside this deck, generally the most powerful. His plus is crazy good as the removal of abilities shuts off commanders and utility creatures. His minus provides the general card draw, but also a great discount to my planeswalkers. The ultimate, while not as great as his sister's, is pretty great, and usually, I get two as I try to always ultimate Rowan first.