Dovin, Grand Arbiter
The +1 is where the design shows its hand. It ticks Dovin up by one on activation, same as any plus ability, but it also arms a conditional engine: for that turn, every creature that connects for combat damage adds another loyalty counter. Most Azorius planeswalkers ask nothing of your board to grow; this one turns a swing into an accelerant, which inverts the guild's usual posture. White-blue is the color pair least eager to attack, yet here the reward stacks precisely when your creatures get through, so the walker leans toward a tempo shell of Thopters and evasive fliers rather than the durdling control build the guild is stereotyped into. The -1 feeds that plan and doubles as defense: a 1/1 flier plus a point of life keeps Dovin alive against small attackers while adding a body that pushes the +1's damage trigger the following turn. The two minor abilities braid together, minus to build the air, plus to convert connections into loyalty, minus again to widen the board. The ultimate is card selection rather than a finisher, three cards from the top ten, which suits a walker meant to grind incrementally rather than combo off. What holds the design together is that its offensive mode points the whole card at one axis: incremental air advantage. There is no removal, no way to swing a losing race back; the accelerated +1 only pays out when you are already ahead, which is an unusual constraint for a three-mana planeswalker.

