Congrats! This is one of the most
interesting mobile games out there. Unfortunatly, it’s not very
friendly to new players. This guide will try to make your first few
weeks playing MTGPQ as painless as possible. Maybe even fun!
Nalthazar has put together a list of
videos for new players, the first of which I think is a great
resource, though I disagree with him on Jace, Unraveller of Secrets
as a good introductory planeswalker. I can see it being powerful in
silver league, but being monocolored and the fact that it needs to be
level 60 to shine puts it below the other walkers for me.
One of the first things you’ll
notice starting out is that you don’t have much control over the
cards you play. You don’t have many in the first place, and your
low level planeswalkers deck limits put even more of a restriction on
what you can do. To help alleviate this, the first thing I recommend
you do after starting the game is:
You will have to play through the first part of chapter one of the
Origins story to unlock this. Nissa’s starting deck is full of
cards that aren’t worth mastering, so I recommend working towards
buying Liliana, Defiant Necromancer for 50 crystals as soon as
possible and using her to clear the rest of the part. Once you’ve
finished that, you can move onto the training missions proper.
Training missions provide a planeswalker and deck for you, so you
don’t need to worry about having the cards for it. Each training
will also reward you with one or more cards, and the final mission up
to XLN will reward you with a free pack. Many trainings don’t let
you reorder or disable the cards in your hand, which can make them
much harder than they should be. You
can do them in any order, so feel free to switch to a different
mission if you’re stuck on something. Note that the BFZ training
is under the Battle for Zendikar tab, and not the Training tab.
Notable cards receiced as a reward
Murder, from the M19 trainings. This
is some of the best removal in the game.
Shatter, from the PMA trainings.
This is great red support removal, and always standard legal.
Vraska, Swarm’s Eminance and
Angrath, Captain of Chaos from the WAR trainings. Once these cards
are no longer in standard this rating will drop, but for now they are
solid two-for-ones if you can combine them with Berserker’s Plate.
[Edit: These are no longer standard legal, but are still strong cards
in early legacy.]
The fact that many of the best cards
you receive from training are black is another reason I recommend
purchasing Liliana as your first planeswalker, as you can swap out
many of the bad cards from her starter deck and not bother with
Multicolored planeswalkers are a force multiplier on your
available card pool. They allow you to play powerful decks without
straining your color mastery. However, your mana crystal income is
limited at this stage, so you should focus on only buying the best of
the best as they appear in rotation, covered below.
Because your crystal income is so limited, I would recommend not
spending it on anything else (packs or cards) until you have a strong
planeswalker suite that covers all your colors. Even if there isn’t
a strong planeswalker in the upcoming rotations, it’s worth it to
hold onto your crystals because the overall rate you will want to
spend on powerful planeswalkers is higher than your income.
Color mastery is the most important thing to keep track of in MTG
Puzzle Quest. Each card has a certain number of times you can use it
before you master it, and it adds to your mastery total. If your
mastery in any color reaches 100, you will be promoted to the next
tier. Because Bronze has such a low mastery ceiling, you can expect
not to see too many players playing mythic cards. In higher tiers
this is no longer the case, and you will face many strong opponents
with diverse and powerful decks. In general, Silver tends to have
stronger planeswalkers and a few powerful cards, and Gold has
consistently strong walkers with powerful decks. Having removal is
much more important in higher tiers as the threats you see are much
for how much mastery each rarity of card gives, and the experience
required to master it.
Fblthp offers a rotating selection of cards in his event.
Complete all objectives to see them all. Full art cards in a set will
be available through this store, so if you see something you want,
save your crystals for when you see it. Nalthazar posts videos
reviewing these full art cards shortly after the set comes out. Some
of these cards are very powerful.
I will be ranking events on a scale of
S’s are the best of the best. Easy
to clear with fantastic rewards, these are events you should try to
play whenever they happen. A’s are solid events you actively want
to play, but that take slightly more time or effort than an S. B’s
are events that are still probably worth your time, but don’t have
anything special about them. Many of the new coalition events fall
into this category. C’s are events you would play if you’re
bored, but nothing you would prioritize. D’s are more like C-’s,
but I was running out of space on the graph. E’s are events with
really low payouts and high effort, timesinks that give little in
return. F’s are events that do not have crystals or packs in their
This is a brief overview of the
events, for more in-depth analysis on how to beat them, see
Perfection series of videos.
Decks: X vs Y: Free entry, great rewards. If you wait a bit
before joining the second part you can see who’s in the lead.
Farming the mythic duplicates from this is a great way to get booster
crafting orbs for turning into Origins mythics.
Journey Through History (All versions): These can be fully
completed by clearing the first node four times, so are easily doable
for new players. The rewards are quite good, including multiple
packs, a rare card, and crystals.
de Ravnica: Same as A
Journey Through History, this is an awesome event.
of Ravnica: Same as Tour de Ravnica, awesome event.
Fblthp: The first game is a pack and each objective is 1K runes.
Additionally, completing all the objectives unlocks an additional
card you can purchase. This isn’t usually worth it, but sometimes
you can find some insane deals from this. The Prismatic Bridge and
Koma were recently available from this even for 400 crystals as of
writing, for example.
the Day: Only Origins and Oddessy block cards are legal, but this
is a fun event with strong rewards. The rewards also make beating it
in the future much easier, as they’re generally strong cards with a
high rate of rares.
Inferno: Winning with a beginner deck is basically impossible,
but this event is still great. Interesting modifiers and generous
rewards make for an event you won’t want to miss.
of Magic: Cards that
cost 11 are nice here, as these count for the objectives on both
nodes. The peasant objective is a freebie. The Chandra Anthology
packs you get for the ranking rewards have some very good cards.
Colossal Tussle: A cool
event with very good rewards if you can place well, which you will
want to aim for due to the steep entry fee.
Bloodline: Similar to
Colossal Tussle, this
event is hugely rewarding if you can place high on the leaderboard,
but requires an investment of 30 crystals up front.
of the Courts: Good value
for your time, though it can
be hard to complete the objectives with a small collection.
Ixalan: An easy free pack, and can net nice mana runes as you
Expeditions: The entry
fee means you’ll want to get all the rewards if you enter to make
sure you’re net crystal positive, but you do get a rare card for
your troubles. Note
that the Adventurer supports have their associated creature type, and
count for the objective.
of Eldraine: Not too hard, good rewards. Note that you need to
unlock a node to start accumulating charges on it. The placement
rewards are mostly decoration.
or Treat?: Very easy, ok rewards. If you go for the rank rewards
it’s more work.
Path - Face the Hydra*: This is either a C or an A, depending on
if you can clear the second node. It has large creatures with double
strike, so you will need hard removal to take them out.
Tensions: This used to be S tier, but got nerfed hard when it
rotated out of standard. It’s still a decent rate with no
Ordinances: It can be hard to complete the objectives as a new
player, but once you have cards that energize, the rewards aren’t
of Mana: Difficult event, hard to make much progress as a new
player. The rewards are
good if you can clear them, but you’ll have to gague that yourself.
is Rarely Fair: The rewards on the one are high, but so are the
costs. As with Emergency Ordinances, this will require engergize
cards to complete all obejctives.
of the Gatewatch: Grindy,
not the worst in difficulty, not great rewards.
Ambition: Pretty low rewards for a lot of a grind, but not the
against the Consulate: Similar to Trial of Zeal, this is bad.
Showdown: The difficulty level is too high for new players to get
any good rewards. Same setup as Trial of Zeal.
of Zeal: Difficult event for new players. It’s hard to get
past Hooded Hydra without hard removal, and Neheb is even harder,
making it quite tough to get to the first pack reward.
Embrace: The remaining events here are holiday-specific, so they
don’t come up often. This one is for valentine’s day. Not hard,
but long and not great rewards.
Eve: This one is for Halloween. Not hard, but long and not great
Showdown: The Christmas event. Not hard, but long and not great
of Power: Fairly easy to do well in for new players, but it’s a
large time comittment. I’ve stopped playing them after two months.
You might as well join them for the participation award though, even
if you don’t plan to play.
Corruption: This event
sucks. Play 20 games for a booster pack.
in the Shadows: Same as
above, awful event.
Grounds*: This is less
of an event and more a place to test decks, but if you’re using it
as an event, it’s meh.
of the Planes: Sixty crystals isn’t worth it. If it’s free,
the pack is nice. The other rewards are meh.
Reversal: More of a novelty than anything. Play it if you think
it’s fun, because there’s not much incentive otherwise.
Low investment, high reward. The objectives are easy and the
opponents are human. At 14 max charges, this is one of the easiest
events to clear.
of Four Tribes: Part 1: Medium difficulty with lots of charges
and some difficult objectives. Middling rewards.
of Four Tribes: Part 2: Hard battles, difficult
objectives, lots of charges, and middling rewards. The third node
is near impossible without certain cards. Your team does get a mythic
for placing in the top 250, making the rewards better than part one,
but this is still not a lot for the effort required.
Nalthazar does a good job of covering the existing planeswalkers
in his tier list videos, but they seem to be oriented towards more
experienced players. Tier lists: Monocolor,
This is primarily written with new players in mind. What
planeswalkers can you pick up and start using right off the bat, and
which aren’t worth your time? This guide will focus on the best
walkers, and how they stack up for new players. We will be focusing
primarily on the lowest level that a walker is viable at, hereafter
refered to as the level at which they “come online.” This is a
combination of having good loyalty abilities, mana bonuses, deck
limits, and health, roughly in that order. Coming online early is
important, both because it reduces the mana runes required to
effectively use them and because having a lower level planeswalker
means you will face lower level planeswalkers in PvP events. Note
that this is the lowest level I think this plainswalker is useful,
and is a floor rather than a ceiling for leveling. I encourage you to
find a spot that’s comfortable for you.
Multicolor planeswalkers are a force multiplier on your card
collection, and allow you to conserve your mastery by reusing cards
between colors. More than anything for new players, I would build up
a collection of multicolor planeswalkers. You’ll get boosters from
events, but nothing will give you planeswalkers unless you get them
Blue/*****: The best of the best.
These are strong planeswalkers that require minimal investment.
Green/****: Strong, but with
Purple/***: Strong, but requires
significant investment to make good.
Orange/**: Weak, or medium with
Red/*: A waste of space. Bad at all
stages of the game.
Defiant Necromancer *****:
Buy. She’s 50 gems and comes online at level 38, when her first
ability makes your oppoent discard their first and last cards. This
allows you to snipe cards with stored mana, gaining tempo over your
opponent. In terms of power level this is four stars, but the cheap
cost bumps this to five for new players.
Telepath Unbound **: Buy if you need
a blue walker in a pinch and don’t have anything else. Otherwise
outclassed by almost everything. The only reason this isn’t one
star is it’s so cheap.
The other three are fine, and probably worth getting unless
something really good is on rotation when you join. You will need a
planeswalker of a certain color for many of the events, and you don’t
want to be locked out of those while you wait to get a better
For these, I’m assuming level 60, as mono walkers are cheap
the Lost *
I’m mostly mentioning this because the game will try to sell you
this walker on a regular basis. Good mana bonuses, bad abilities.
I’ve Always Hated Crowds is decent, but doesn’t hit tokens.
Overall, not enough better than Origins Jace to be worth buying.
of the Hammer **
Very powerful, but high varience. The best monored plainswalker,
but red isn’t a very good mono color to be. The lack of card draw
in red means you’ll be at the mercy of your deck to complete
objectives, and no hard removal, or lifegain means stabilizing is
harder. Gets a lot better when you have red gem conversion. I think
this is a walker new players will have trouble consistently
completing objectives with, though it can end games very quickly.
One of the most powerful planeswalkers in the game due to her
green gem conversion. Being monocolor and the fact that you already
start with a green planeswalker means you might not want this right
away, but this is one of the best walkers for completing token
Unraveler of Secrets ***
Jace’s mana bonuses and deck limits scale well, but the best
thing about him is his ultimate, which is innefective at low levels.
You want to have +2, +3, or +4 from this effect before he’s a
really good walker. And while getting Jace to level 36 for +2 isn’t
hard, the next levels come at 52 and 60, making Jace noticably better
at 60, and a walker you should try to get to 60 if you want to use.
Having multicolored walkers early is so important that it’s
difficult to recommend a monocolored walker, but this is one of the
Mana bonuses are tough to work with until level 24, but a good set
of abilities that steadily get better. That said, he’s outclassed
by most dual and tri color walkers. Save your crystals probably.
Nightmare Muse *****
Strong UB walker, mana bonuses are good from level one, and are
quite strong by level 24. Living Torment ends games quickly and is
difficult to interact with for a very cheap cost. Consuming Fear is a
nice panic button in a pinch, and Nightmare Harvest is “card draw”
if you really need it. Starting deck contains Eat to Extinction,
which is a good but replacable removal spell. This is a huge upgrade
over Origins Jace, and probably worth getting if you don’t have
another blue walker and nothing better is coming up in rotation soon.
*If you don’t yet have a creature removal spell, this goes up, as
hard removal is your best way to win against big threats early.
Destiny's Hand **
Same mana bonus progression as Daxos, acceptable at level 24, but
doesn’t lose the last -2 until level 52. Very enchantment-centric,
would not recommend for newer players.
the Returned ****
Pretty bad mana bonuses at low levels, acceptable the mana bonuses
at level 24. Underworld Bargin probably kills a creature at low tiers
and gets more reliable as the game goes on. Daxos in general gets
better as the game goes on, and is very hard to deal with once his
first ability is making a 6/6 or larger. Overall, a good control
walker for white. Not a must have, but certianly good enough.
Cursed Huntsman *****
Three strong abilities from their first level. Garruk gets the
best parts of his abilities early, and doesn’t get that much better
as he levels up. However you will want to level him, as his mana
bonuses vastly improve at high levels. I would recommend at least
level 24 to remove the -3 from blue. A strong walker for new players
with powerful board control abilities right from the get go. Far
superior to Vraska, Relic Seeker, who doesn’t kill creatures or
make berserkers with her first two abilities.
Disciple of Iroas ***
Comes online at level 16 with Giant’s Triumph. Reliant on
expensive creatures, but can also fetch them with her first ability,
so you don’t need to flood your deck with them to be able to
reliably get value from her abilities. Mana bonuses are fine from
level 1, and strong by level 24, the same as Ashiok. High enough mana
bonuses from level 24 onward that you’ll probably want to run gem
conversion. In testing, she dominates if she can get her ult off,
similar to Daxos, Teferi, and Bolas the Ravager. However, it’s
difficult to avoid killing your opponent quickly after doing so,
making her not the best at completing objectives. If not for this
drawback she would be green.
Master of the Depths *****
Mana bonuses and deck limits are pretty easy to work with right
off the bat, though her low creature count can be limiting at low
levels.. Her abilities are diverse and powerful from their first
level. Comes online at level 36, though the sweet spot is level 42
when she gets to play five creatures. Fully leveled, she is one of
the best planswalkers in the game. Well worth your crystals.
Izzet Viceroy ***
Good from early levels. Requires spells though, so not a great
the Mad *
Comes online never. Do not buy. If you really want a
dragon-centric Sarkhan, get Fireblood.
Grim Nemesis *
Cool abilities, but his low health hampers him from being a really
good walker. Save yourself the grief, skip this one.
Hero of Dominaria *****
Like Bolas the Ravager, but without the massive leveling
cost. In other words, amazing. Comes online at level 16. One of
the best walkers in the game. Buy if you can.
Bolas, the Ravager *****
Bolas’s mana bonuses and deck limits are limiting at low levels,
and as a three color walker, Bolas levels slowly. However, Bolas’
Rising, which comes online at level 16, makes him a powerhouse. If
you can manage to survive until you can activate it, you should win.
At level 20, Rend the Feeble kills almost any creature in Bronze
tier, and he has access to black removal for anything else. Levels 26
and 32 are important from a mana standpoint, as he loses his last -2
and gets a two mana bump to black. Bolas is a highly functional
walker from the mid levels forward, meaning that even for new
players, this is a powerful option, as you don’t need to spend the
mana runes to get him to max level. This comes in stark contrast to
God-Pharaoh, which only really gets good at level 52 where Scoripon’s
Sting kills instead of giving a minor debuff.
Bolas, God-Pharaoh ***
Powerful, but only good if you can get him to level 52, where
Scoripon’s Sting kills instead of giving a minor debuff. He also
maintains -2 to both green and white until level 52, which makes orb
matching difficult. Recommended to avoid unless you can level him.
Bolas, Dragon God ****
This Bolas comes online at level 26 with medium benefits in
Dragon-God’s Scorn. He maintains -2 to green and white until level
60, but has better mana bonuses in the other colors than B1 and B2.
Weaker than B1 or B2 when fully leveled, this is still a very strong
planeswalker. This won’t win games by itself like B2 can, but it’s
strong enough and comes online early enough that I would recommend
getting this if you see it over most mono and dual colored walkers,
though I would try to get B2 first. The starting deck also includes
Bolas’s Citadel, which is a powerful card draw support from WAR.
Similar to Jace2 in that his ult is the reason he’s good, and
that it’s 4x better at level 60 than level 16. Tricolor means he
levels slower, but the added size in card pool makes up for it. Comes
online at level 30, when his ult will fetch you two creatures with
full mana and haste, though you will likely want to reach 32 for the
blue match bonus. Fully leveled, this is one of the most powerful
planeswalkers in the game, and comes online early enough that I would
recommend getting this if you see it over all mono and dual colored
walkers. His starting deck also contains Avaricious Dragon, which is
a powerful mythic from Origins you will want for all your red decks.
Scion of Urza *****
Comes online at level 36 when Thran Legacy is guarenteed to
increase your mana bonuses. As a colorless walker, he can use cards
of all colors of the node he’s on. Poor mana bonuses, but his first
ability more than makes up for this. This does mean that you will
want to match for loyalty or multiple matches early in games to ramp
yourself. One of the most powerful planeswalkers. Seven or so turns
into the game, Karn feels straight up unfair to play, with mana
bonuses that would make the AI jealous. He requires a decent amount
of colorless cards to get him working at low levels, which can impact
your mastery progression. If you can afford the colorless mastery and
mana shards to level him, Karn is a worthwhile pickup for new
players. Even if you just use three equipment, you have a 66% chance
of hiting a colorless card with his first ability, and 78% if you use
four colorless cards. His starter deck also includes Gilded Lotus,
which is a powerful rare artifact support that boosts all your mana
bonuses by one.
I totally disagree with you rankings of Koth, Nissa WW, and Jace 2. These 3 are 3 of 5 strongest mono color pws in the game. Nissas first ability to make creatures and convert gems to green are awesome. Koth is a speed demon. His mama gain in red combined with his first is great. Koths 3rd can be triggered by your opponent.
I don’t disagree that these are powerful walkers and the best of
the monocolor, however in the context of a new player I don’t like
them, for the reasons I covered in the section Acquire Multicolored
Planeswalkers. The biggest constraints that you have at low levels
are your card pool, your color mastery, and the best way to mitigate
these is multicolored plainswalkers. It can feel suffocating when you
have almost no options with regard to what cards to play. It’s
stifling when you can’t play new cards because they would increase
your mastery to a point you’re not ready for. Deck limits are
another big constraint, and multicolored plainswalkers aren’t
better at that, but if you use ones that come online early, they’re
at least not worse than their monocolored counterparts in terms of
mana runes per deckbuilding restriction lifted.