Chandra, Dressed to Kill
Both plus abilities cost the same loyalty and both build toward the ultimate, which is where the design gets interesting: a mono-red three-mana planeswalker with no defensive minus at all, only two ticks up and a payoff at seven. That structure makes her a ramp-and-dig engine rather than a control piece. The first plus quietly adds a red mana while chipping at a face or a rival planeswalker, effectively refunding part of her cost and turning her loyalty into fuel for the same turn she lands. The second plus is impulse card advantage tuned to a red-heavy deck: it exiles the top card and lets you cast it if it's red, but you still pay the mana cost, so the reward is access, not a discount. The higher your red count, the more reliably that access converts into a real spell rather than a wasted trigger. Neither ability defends her, and that absence shapes how she plays: she wants to land into a board you already control, then survive by pressure rather than by her own kit. The ultimate rewards the deck that never diluted its red count, exiling five and handing out an emblem that scales damage with mana spent, so every spell afterward becomes reach. Where most planeswalkers offer a defensive tick to buy time, this one spends loyalty entirely on acceleration and gas. She wants a pilot who has already committed to being the aggressor.






