Calix, Destiny's Hand
Enchantment matters had drifted for years toward blue-white control shells and Bant value piles, so the choice to hang a dedicated enchantment planeswalker on green-white is itself the interesting call: it plants the theme in the two colors that actually want a wide board of permanents rather than a stack of counterspells. The plus digs four deep for an enchantment and buries the rest, feeding a deck that treats Auras and gods and sagas as its resource engine. The ultimate is a mass reanimation clause tuned to that same card type, rewarding a graveyard salted with enchantments rather than creatures. What sets the design apart is the minus. Instead of a clean removal button, it exiles a creature or enchantment "until target enchantment you control leaves the battlefield," which means the removal is only as durable as your own board: the exiled threat comes back the instant the enchantment you tethered it to dies. That is a deliberate piece of friction, converting hard removal into something conditional and revocable, and it turns the loyalty ability into a proposition about board stability rather than a simple two-for-one. It reads like a control tool but behaves like a leash, and the whole card is built to make you care about the enchantments already sitting in play, not just the ones you draw. A planeswalker whose every ability points back at a single card type, and whose signature removal is contingent on keeping that type alive.





