Jace Reawakened
The two-mana planeswalker is the design brief nobody could balance: cheap enough to land ahead of the board, sticky enough to snowball, and historically only ever printed with a punishing floor to compensate. This one pays for its cost differently. The clause forbidding it before your fourth turn means the low sticker price never buys you tempo; it buys you a durable engine you deploy on curve like a four-drop, then protect. That reframes every line on the card. The looting +1 fixes a hand or fills a graveyard while ticking loyalty upward, doing the maintenance work that keeps the walker alive. The second +1 is the more interesting one: it feeds Jace's own plot mechanic, exiling a cheap card now to cast it later without paying its mana, which sidesteps the classic planeswalker problem of holding up interaction while defending loyalty. That ability is the one banking value you cash for zero mana later, and it does so quietly, one card at a time. The minus is a build-around payoff rather than a board reset: a turn where every spell you cast gets copied, which is dead in a fair deck and lethal in a deck stuffed with cheap plotted spells waiting to release in a single burst. The whole card asks you to spend the early game building a hand and a plotted stockpile, then convert it, which is a very different job from the removal-magnet planeswalkers that just want to protect their loyalty and grind.




