Gideon, Martial Paragon
The five-mana entry point in the Gideon series, and the one built squarely as a team's overrun rather than a solo threat. Where earlier Gideons leaned on the attack-as-a-creature mode to close games themselves, this one spends his loyalty on the board you've already committed. The +2 untaps your whole team and pumps it, which is the rare planeswalker ability that lets your attackers swing and stay back to block, or simply reset creatures whose tap abilities you want to fire twice in a turn. The 0 ability is the survival valve: he brawls as an indestructible 5/5 while a full damage-prevention shell keeps him from taking any of the combat he just walked into, so his loyalty never moves down from blocks or burn that turn. Because he stays a planeswalker the entire time, the indestructibility and prevention stack to make him almost impossible to remove through normal combat. The −10 is the finisher proper, a two-sided sweep of the combat math that pumps your side while tapping the opponent's blockers out of the way. The design tension across all three is that he wants a wide, developed board to be worth five mana; he's a payoff, not an engine, and an empty battlefield leaves the +2 doing nothing and the ultimate years away. That dependency is exactly what slotted him into go-wide white and token strategies, where the untap-and-pump line converts a stalled attack into a closing one.
