Angrath, Captain of Chaos
Most planeswalkers earn their keep through a menu of loyalty options and the promise of an ultimate. This one has neither: no ultimate, no second axis, just a static anthem and a single self-feeding minus. The whole case rests on that static line. Every creature gaining menace turns a flat board into an arithmetic problem for the defender, since two blockers per attacker is a tax most boards cannot pay repeatedly across a full team. The lone loyalty ability is not building toward a payoff; it grows one Army by a pair of counters, minting a Zombie Army token first only if you control none. That timing matters: the walker is not passive on arrival, since it can activate the turn it lands, spinning a 2/2 Army from nothing and handing it menace through the anthem in the same motion. After that, each activation fattens the existing Army rather than adding fresh bodies, so the engine widens the threat you already have rather than multiplying threats. The two halves reinforce instead of compete: the anthem makes the whole team harder to block while the minus keeps feeding one attacker larger. The friction is that a single Army does little on its own, since the menace tax only bites when there are enough attackers to spread it across; alone at the front, the anthem reads as spinning its wheels. Built for a go-wide aggressive shell, and dead weight in anything that wants to grind.







