pie chart

Value Oathbreakers

Oathbreaker*

Nebel_Omichli

Protection (68)

Niche (7)

Draw (58)

Recursion (16)

Impact (40)

Ramp (28)

Control (2)


This list essentially weeds out the unplayable or too high costed planewalkers while providing some analysis on what they do (ultimate abilities may not be covered if they are too unreliable). The main aspects I look for are D.I.R.R.P.: Draw, Impact, Ramp, Recursion, Protection. The first three are self explanatory, the 3rd is basically anything that let's you reuse resources, and protection ranges from simply making tokens to defend itself to abilities which can disable or remove threats against it. WIP: will be adding more specific categories, for now you can view planeswalkers by colour here.

Don't forget to view in custom categories to see which planeswalkers embody which DIRRP attributes. If a commander supports a niche strongly, I will label it so. I may also create a top 20 list or something further down the line.

Notes for additional clarification on the DIRRP system: Draw: I consider playing from exile and put in to hand effects to be draw. I also consider anything which lets you dig through the deck, even if it nets 0 cards. Impact: it's ability to provide value quickly, generally has to have a usable first or second ability which is independant of boardstate or is easy enough to synergise with. Ramp: anything which makes mana, doubles mana, or fetches sources of mana. Anything that makes it easier to cast spells. Recursion: effects which return cards from exile/graveyard to hand or board, sometimes effects which can interact with etbs. Protection: varied, but the general rule of thumb is that it either has to somehow get a creature in front of it so you can defend it, or it is efficient enough at board control to remove the threat.

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