Chandra, Pyrogenius
Six mana buys a planeswalker whose whole case is a finisher she cannot immediately reach. She enters with 5 loyalty, enough to fire the -3 the turn she lands and burn a single attacker off the board, but that is the ceiling of her defense: kill one creature at a time, or climb toward the ultimate and hope. The +2 pings each opponent for 2 and nets loyalty, which reads fine until you notice the kit has no plus that touches the board and no way to protect her beyond that one -3. Against a developed offense she comes down, removes one threat, and gets swarmed. The -10 is the honest reason to run her: 6 to a player or one of their walkers, plus 6 to each creature that same controller has, which against a stalled board clears most of the small stuff and often ends the game against a lone opponent. The tension is the gap between the 5 she enters with and the 10 the ultimate demands. The +2 only adds two loyalty a turn, so the fast clock lives three turns out, and three turns is a long time to ask an ability-light walker to survive untouched. Among the many Chandras, this is the one built around the emblem-less finish: a reach-and-burn payoff that wants a board already tilted in your favor, where two damage a turn and a sweep are the last push rather than the comeback.
