Domri, City Smasher
The Gruul planeswalker built to do exactly one thing: dump loyalty into the board and swing. The plus ability hands your team the +1/+1 anthem and haste in the same activation, which means creatures cast the turn this lands attack immediately with the buff already stacked on top; that combination of anthem-plus-haste in one tick is what makes it a threat that turns a stalled position into lethal in a single turn cycle. This is a planeswalker designed to reward a full board, not build one, so it wants decks that already have the bodies. The minus-three is the concession to interaction: three damage to any target keeps it from being purely win-more, letting you clear a blocker or a rival planeswalker on the turn it arrives. The ultimate is the payoff the whole design points at, tripling down with counters and trample so the alpha strike goes over chump blockers rather than into them. The real tension is that the removal mode and the ultimate compete for the same loyalty pool: firing the minus-three resets the countdown to the game-ending minus-eight, so an aggressive build racing toward that finish decides each turn whether to answer a threat now or hoard loyalty to end things later. This is the aggressive, board-centric read on the Domri character, distinct from the earlier planeswalker of the same name that leaned on fight effects and card advantage; this version trades that toolbox utility for raw tempo.
