Keral Keep Disciples
The trigger keys off activating a loyalty ability of a Chandra planeswalker specifically: not planeswalkers in general, not even red ones. That narrowness is the whole design bet. It rewards a build already committed to stacking multiple Chandras, where every plus or minus each turn pings each opponent for one, converting an incidental clock into a steady drain that runs alongside whatever the walkers themselves are doing. The 4/3 body is a fine, unremarkable beater on its own; the ability sits dormant unless a Chandra is on the battlefield and being activated. This is character-tribal payoff design, closer in spirit to the way some cards care about "a Nissa you control" or "a Jace you control" than to any generic superfriends enabler. It asks you to sequence your walker activations with the ping in mind and to value a Chandra's staying power not just for its own loyalty output but for the extra reach this attaches to it. The point was to make a red planeswalker theme feel like an archetype rather than a pile of good singletons, and the creature lives or dies entirely by the company it keeps: draw it without a Chandra to activate and it swings for four and does nothing else; draw it alongside two of them and every turn ends with the table quietly losing life.
