Chandra, Bold Pyromancer
The plus ability is the design tell: it makes and burns the opponent for two on the same tick, so every loyalty push toward the ultimate also chips their life total. The mana is real ramp available the moment she resolves, but it empties at end of phase and comes just once per turn, so it is useless unless you already have somewhere to pour two red mana. That is the quiet catch: at six mana with a loyalty-positive plus, she wants a deck that is already doing something, not one waiting on her to get started. The minus three is clean removal for creatures or planeswalkers at a fair cost, but it is the only defensive lever she offers, and every activation is loyalty she would rather bank toward the payoff. The ultimate is what the whole curve bends toward: ten to a player plus a sweep of every creature and planeswalker they control, a near-certain kill against anyone who has committed a board. The tension is structural. The plus climbs toward the payoff while draining life, the minus three buys the turns to arrive, and the math only closes if you are ahead when she lands. She is built to convert an existing advantage into inevitability rather than to seize one, which is the line between a planeswalker that wins the game and one that sits at five loyalty waiting for a board that never comes.
