Garruk, Cursed Huntsman
The self-protecting Garruk, and the one whose loyalty math holds up under pressure. Most planeswalkers that make tokens ask those bodies to eat attacks and never see the loyalty come back; this one turns their deaths into counters, so every Wolf that trades in combat rebuilds the walker that made it. The +0 token ability being a zero-cost move is the whole engine: it never drains loyalty, it seeds an army that repays the walker, and the death trigger reads for each Garruk you control, so the Wolves feed their master regardless of which Garruk shares the board. That leaves the two minus abilities as pure tempo. The −3 is planeswalker spot-removal that replaces itself: kill the biggest threat, refill your hand, and drop to a loyalty the board you already built can defend. Because a walker only activates one loyalty ability per turn, the rebuild is sequential rather than instant: the turns you spent making Wolves are what let the −3 spend loyalty freely, and the counters trickle back as those Wolves die in later combats. The −6 emblem is the payoff for that patient board, and its trample clause is the point precisely because it converts a wide token army into a lethal one through chump blockers. What separates this from earlier removal-and-tokens walkers is that the plan lines up in one direction: the ability you spin to defend is the same ability that assembles the swing that wins.





