Nissa, Genesis Mage
The +2 is the giveaway: untapping up to two creatures and up to two lands is mana-acceleration dressed as a defensive plus, an ability that only earns its keep if you already have a board of mana dorks and lands to point it at. That tells you who this Nissa was built for: the ramp deck that wants a seven-mana planeswalker doing double duty, refilling mana while keeping blockers or attackers available across turns. But the loyalty math is unforgiving. She enters at 5, the plus adds 2, and the ultimate needs 10, so even untouched you are three plus-activations deep before the −10 comes online. The −3 pump is a sorcery-speed tool that spends more than half her starting loyalty to turn a midsized body into a threat that trades up or pushes damage on your own turn, and every point it burns drags her sharply further from the payoff. That payoff is the −10: dropping up to ten creatures and lands straight onto the battlefield ends games where it resolves, and the random-bottom clause on the leftovers is a tax you barely feel once you are that far ahead. She is the late-game ramp planeswalker whose ultimate you almost never survive to fire, which is the exact tension that has kept her a build-around curiosity rather than a fixture: a card whose best ability is also the one it is structurally built never to reach.
