Call the Gatewatch
A tutor with an unusually narrow target: not creatures, not artifacts, not the broad permanent buckets that flexible search spells reach, but planeswalkers specifically. That restriction is what keeps it priced where it is. Searching the most powerful card type in the game for three mana would warp formats if it found anything; tying the search to a category most decks run only a handful of (or none) bounds the upside to whatever your superfriends shell can support. The card scales directly with how many planeswalkers you play and how badly you need a specific one in hand, which makes it a build-around enabler rather than a generically good spell. It puts the card into your hand rather than onto the battlefield, so it is a setup play, not a finisher: you pay three mana now to guarantee the right walker is castable next turn, smoothing the variance of a deck whose whole plan is resolving expensive permanents. The shuffle on the end is a minor cost in any deck not built around top-of-library tricks. This is the planeswalker equivalent of the dedicated single-type tutor, the kind of card that does nothing in a deck with two walkers and becomes a consistency engine in a deck with twelve.


