Chandra, Acolyte of Flame
Both of her repeatable abilities cost zero loyalty, which reframes the whole card: she opens at four loyalty and never spends it on the modes doing the work, so the counters accumulate rather than deplete. That is the tell that she was drawn as a support piece, not a threat that closes on her own. The tick that adds a counter to every red planeswalker you control (herself included) is a battery for a superfriends board, feeding other walkers toward their ultimates while she idles. The token mode is the one that pays rent: two hasty 1/1 Elementals every turn is a steady drip of chip damage, attackers, or fodder. They already die at the next end step, so any sacrifice payoff gets to eat them for free before the game clock takes them anyway. And the minus reaches into the graveyard for a cheap instant or sorcery, exiling it afterward rather than returning it, folding a one-shot spell-recursion engine into a deck full of burn and cheap draw. That is a lot of narrow, cooperative text on one card, and it explains why she reads as underpowered in isolation and overperforms when the deck is built to feed her: the counters want other walkers, the tokens want a sacrifice outlet, and the minus wants a graveyard worth digging through. She is glue, not a payoff, and she is unusually good glue.


